yolobs-studio/libobs-d3d11/d3d11-rebuild.cpp

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2017-04-15 19:02:06 +00:00
/******************************************************************************
Copyright (C) 2016 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "d3d11-subsystem.hpp"
inline void gs_vertex_buffer::Rebuild()
{
uvBuffers.clear();
uvSizes.clear();
BuildBuffers();
}
inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
if (FAILED(hr))
throw HRError("Failed to create buffer", hr);
}
void gs_texture_2d::RebuildSharedTextureFallback()
{
td = {};
td.Width = 2;
td.Height = 2;
td.MipLevels = 1;
td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
td.ArraySize = 1;
td.SampleDesc.Count = 1;
width = td.Width;
height = td.Height;
dxgiFormat = td.Format;
levels = 1;
resourceDesc = {};
resourceDesc.Format = td.Format;
resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceDesc.Texture2D.MipLevels = 1;
isShared = false;
}
inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
if (isShared) {
hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
__uuidof(ID3D11Texture2D), (void**)&texture);
if (FAILED(hr)) {
blog(LOG_WARNING, "Failed to rebuild shared texture: ",
"0x%08lX", hr);
RebuildSharedTextureFallback();
}
}
if (!isShared) {
hr = dev->CreateTexture2D(&td,
data.size() ? srd.data() : nullptr,
&texture);
if (FAILED(hr))
throw HRError("Failed to create 2D texture", hr);
}
hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
if (FAILED(hr))
throw HRError("Failed to create resource view", hr);
if (isRenderTarget)
InitRenderTargets();
if (isGDICompatible) {
hr = texture->QueryInterface(__uuidof(IDXGISurface1),
(void**)&gdiSurface);
if (FAILED(hr))
throw HRError("Failed to create GDI surface", hr);
}
}
inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateTexture2D(&td, nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create depth stencil texture", hr);
hr = dev->CreateDepthStencilView(texture, &dsvd, &view);
if (FAILED(hr))
throw HRError("Failed to create depth stencil view", hr);
}
inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create staging surface", hr);
}
inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
if (FAILED(hr))
throw HRError("Failed to create sampler state", hr);
}
inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
if (FAILED(hr))
throw HRError("Failed to create vertex shader", hr);
hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
data.data(), data.size(), &layout);
if (FAILED(hr))
throw HRError("Failed to create input layout", hr);
if (constantSize) {
hr = dev->CreateBuffer(&bd, NULL, &constants);
if (FAILED(hr))
throw HRError("Failed to create constant buffer", hr);
}
for (gs_shader_param &param : params) {
param.nextSampler = nullptr;
param.curValue.clear();
gs_shader_set_default(&param);
}
}
inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
&shader);
if (FAILED(hr))
throw HRError("Failed to create pixel shader", hr);
if (constantSize) {
hr = dev->CreateBuffer(&bd, NULL, &constants);
if (FAILED(hr))
throw HRError("Failed to create constant buffer", hr);
}
for (gs_shader_param &param : params) {
param.nextSampler = nullptr;
param.curValue.clear();
gs_shader_set_default(&param);
}
}
inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
{
HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
if (FAILED(hr))
throw HRError("Failed to create swap chain", hr);
Init();
}
inline void SavedBlendState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBlendState(&bd, &state);
if (FAILED(hr))
throw HRError("Failed to create blend state", hr);
}
inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
if (FAILED(hr))
throw HRError("Failed to create depth stencil state", hr);
}
inline void SavedRasterState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateRasterizerState(&rd, &state);
if (FAILED(hr))
throw HRError("Failed to create rasterizer state", hr);
}
const static D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
};
void gs_device::RebuildDevice()
try {
ID3D11Device *dev = nullptr;
HRESULT hr;
blog(LOG_WARNING, "Device Remove/Reset! Rebuilding all assets...");
/* ----------------------------------------------------------------- */
gs_obj *obj = first_obj;
while (obj) {
switch (obj->obj_type) {
case gs_type::gs_vertex_buffer:
((gs_vertex_buffer*)obj)->Release();
break;
case gs_type::gs_index_buffer:
((gs_index_buffer*)obj)->Release();
break;
case gs_type::gs_texture_2d:
((gs_texture_2d*)obj)->Release();
break;
case gs_type::gs_zstencil_buffer:
((gs_zstencil_buffer*)obj)->Release();
break;
case gs_type::gs_stage_surface:
((gs_stage_surface*)obj)->Release();
break;
case gs_type::gs_sampler_state:
((gs_sampler_state*)obj)->Release();
break;
case gs_type::gs_vertex_shader:
((gs_vertex_shader*)obj)->Release();
break;
case gs_type::gs_pixel_shader:
((gs_pixel_shader*)obj)->Release();
break;
case gs_type::gs_duplicator:
((gs_duplicator*)obj)->Release();
break;
case gs_type::gs_swap_chain:
((gs_swap_chain*)obj)->Release();
break;
}
obj = obj->next;
}
for (auto &state : zstencilStates)
state.Release();
for (auto &state : rasterStates)
state.Release();
for (auto &state : blendStates)
state.Release();
context->ClearState();
context.Release();
device.Release();
adapter.Release();
factory.Release();
/* ----------------------------------------------------------------- */
InitFactory(adpIdx);
uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
nullptr, createFlags, featureLevels,
sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
D3D11_SDK_VERSION, &device, nullptr, &context);
if (FAILED(hr))
throw HRError("Failed to create device", hr);
dev = device;
obj = first_obj;
while (obj) {
switch (obj->obj_type) {
case gs_type::gs_vertex_buffer:
((gs_vertex_buffer*)obj)->Rebuild();
break;
case gs_type::gs_index_buffer:
((gs_index_buffer*)obj)->Rebuild(dev);
break;
case gs_type::gs_texture_2d:
((gs_texture_2d*)obj)->Rebuild(dev);
break;
case gs_type::gs_zstencil_buffer:
((gs_zstencil_buffer*)obj)->Rebuild(dev);
break;
case gs_type::gs_stage_surface:
((gs_stage_surface*)obj)->Rebuild(dev);
break;
case gs_type::gs_sampler_state:
((gs_sampler_state*)obj)->Rebuild(dev);
break;
case gs_type::gs_vertex_shader:
((gs_vertex_shader*)obj)->Rebuild(dev);
break;
case gs_type::gs_pixel_shader:
((gs_pixel_shader*)obj)->Rebuild(dev);
break;
case gs_type::gs_duplicator:
((gs_duplicator*)obj)->Start();
break;
case gs_type::gs_swap_chain:
((gs_swap_chain*)obj)->Rebuild(dev);
break;
}
obj = obj->next;
}
curRenderTarget = nullptr;
curZStencilBuffer = nullptr;
curRenderSide = 0;
memset(&curTextures, 0, sizeof(curTextures));
memset(&curSamplers, 0, sizeof(curSamplers));
curVertexBuffer = nullptr;
curIndexBuffer = nullptr;
curVertexShader = nullptr;
curPixelShader = nullptr;
curSwapChain = nullptr;
zstencilStateChanged = true;
rasterStateChanged = true;
blendStateChanged = true;
curDepthStencilState = nullptr;
curRasterState = nullptr;
curBlendState = nullptr;
curToplogy = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
for (auto &state : zstencilStates)
state.Rebuild(dev);
for (auto &state : rasterStates)
state.Rebuild(dev);
for (auto &state : blendStates)
state.Rebuild(dev);
} catch (const char *error) {
bcrash("Failed to recreate D3D11: %s", error);
} catch (HRError error) {
bcrash("Failed to recreate D3D11: %s (%08lX)",
error.str, error.hr);
}