New upstream version 24.0.1+dfsg1

This commit is contained in:
Sebastian Ramacher 2019-09-22 23:19:10 +02:00
parent b14f9eae6d
commit 5a730d6ec3
842 changed files with 42245 additions and 33385 deletions

View file

@ -33,23 +33,23 @@ void gs_index_buffer::Rebuild(ID3D11Device *dev)
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 = {};
td.Width = 2;
td.Height = 2;
td.MipLevels = 1;
td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
td.ArraySize = 1;
td.SampleDesc.Count = 1;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
width = td.Width;
height = td.Height;
width = td.Width;
height = td.Height;
dxgiFormat = td.Format;
levels = 1;
levels = 1;
resourceDesc = {};
resourceDesc.Format = td.Format;
resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceDesc.Format = td.Format;
resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceDesc.Texture2D.MipLevels = 1;
isShared = false;
@ -60,18 +60,19 @@ void gs_texture_2d::Rebuild(ID3D11Device *dev)
HRESULT hr;
if (isShared) {
hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
__uuidof(ID3D11Texture2D), (void**)&texture);
__uuidof(ID3D11Texture2D),
(void **)&texture);
if (FAILED(hr)) {
blog(LOG_WARNING, "Failed to rebuild shared texture: ",
"0x%08lX", 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);
hr = dev->CreateTexture2D(
&td, data.size() ? srd.data() : nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create 2D texture", hr);
}
@ -85,7 +86,7 @@ void gs_texture_2d::Rebuild(ID3D11Device *dev)
if (isGDICompatible) {
hr = texture->QueryInterface(__uuidof(IDXGISurface1),
(void**)&gdiSurface);
(void **)&gdiSurface);
if (FAILED(hr))
throw HRError("Failed to create GDI surface", hr);
}
@ -172,12 +173,13 @@ void gs_sampler_state::Rebuild(ID3D11Device *dev)
void gs_vertex_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
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);
data.data(), data.size(), &layout);
if (FAILED(hr))
throw HRError("Failed to create input layout", hr);
@ -197,9 +199,8 @@ void gs_vertex_shader::Rebuild(ID3D11Device *dev)
void gs_pixel_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
&shader);
hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
if (FAILED(hr))
throw HRError("Failed to create pixel shader", hr);
@ -224,6 +225,29 @@ void gs_swap_chain::Rebuild(ID3D11Device *dev)
Init();
}
void gs_timer::Rebuild(ID3D11Device *dev)
{
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_TIMESTAMP;
desc.MiscFlags = 0;
HRESULT hr = dev->CreateQuery(&desc, &query_begin);
if (FAILED(hr))
throw HRError("Failed to create timer", hr);
hr = dev->CreateQuery(&desc, &query_end);
if (FAILED(hr))
throw HRError("Failed to create timer", hr);
}
void gs_timer_range::Rebuild(ID3D11Device *dev)
{
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
desc.MiscFlags = 0;
HRESULT hr = dev->CreateQuery(&desc, &query_disjoint);
if (FAILED(hr))
throw HRError("Failed to create timer", hr);
}
void SavedBlendState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBlendState(&bd, &state);
@ -245,8 +269,7 @@ void SavedRasterState::Rebuild(ID3D11Device *dev)
throw HRError("Failed to create rasterizer state", hr);
}
const static D3D_FEATURE_LEVEL featureLevels[] =
{
const static D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
@ -267,34 +290,40 @@ try {
while (obj) {
switch (obj->obj_type) {
case gs_type::gs_vertex_buffer:
((gs_vertex_buffer*)obj)->Release();
((gs_vertex_buffer *)obj)->Release();
break;
case gs_type::gs_index_buffer:
((gs_index_buffer*)obj)->Release();
((gs_index_buffer *)obj)->Release();
break;
case gs_type::gs_texture_2d:
((gs_texture_2d*)obj)->Release();
((gs_texture_2d *)obj)->Release();
break;
case gs_type::gs_zstencil_buffer:
((gs_zstencil_buffer*)obj)->Release();
((gs_zstencil_buffer *)obj)->Release();
break;
case gs_type::gs_stage_surface:
((gs_stage_surface*)obj)->Release();
((gs_stage_surface *)obj)->Release();
break;
case gs_type::gs_sampler_state:
((gs_sampler_state*)obj)->Release();
((gs_sampler_state *)obj)->Release();
break;
case gs_type::gs_vertex_shader:
((gs_vertex_shader*)obj)->Release();
((gs_vertex_shader *)obj)->Release();
break;
case gs_type::gs_pixel_shader:
((gs_pixel_shader*)obj)->Release();
((gs_pixel_shader *)obj)->Release();
break;
case gs_type::gs_duplicator:
((gs_duplicator*)obj)->Release();
((gs_duplicator *)obj)->Release();
break;
case gs_type::gs_swap_chain:
((gs_swap_chain*)obj)->Release();
((gs_swap_chain *)obj)->Release();
break;
case gs_type::gs_timer:
((gs_timer *)obj)->Release();
break;
case gs_type::gs_timer_range:
((gs_timer_range *)obj)->Release();
break;
}
@ -320,10 +349,11 @@ try {
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);
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);
@ -333,45 +363,49 @@ try {
while (obj) {
switch (obj->obj_type) {
case gs_type::gs_vertex_buffer:
((gs_vertex_buffer*)obj)->Rebuild();
((gs_vertex_buffer *)obj)->Rebuild();
break;
case gs_type::gs_index_buffer:
((gs_index_buffer*)obj)->Rebuild(dev);
((gs_index_buffer *)obj)->Rebuild(dev);
break;
case gs_type::gs_texture_2d:
{
gs_texture_2d *tex = (gs_texture_2d*)obj;
if (!tex->nv12) {
tex->Rebuild(dev);
} else if (!tex->chroma) {
tex->RebuildNV12_Y(dev);
}
case gs_type::gs_texture_2d: {
gs_texture_2d *tex = (gs_texture_2d *)obj;
if (!tex->nv12) {
tex->Rebuild(dev);
} else if (!tex->chroma) {
tex->RebuildNV12_Y(dev);
}
break;
} break;
case gs_type::gs_zstencil_buffer:
((gs_zstencil_buffer*)obj)->Rebuild(dev);
((gs_zstencil_buffer *)obj)->Rebuild(dev);
break;
case gs_type::gs_stage_surface:
((gs_stage_surface*)obj)->Rebuild(dev);
((gs_stage_surface *)obj)->Rebuild(dev);
break;
case gs_type::gs_sampler_state:
((gs_sampler_state*)obj)->Rebuild(dev);
((gs_sampler_state *)obj)->Rebuild(dev);
break;
case gs_type::gs_vertex_shader:
((gs_vertex_shader*)obj)->Rebuild(dev);
((gs_vertex_shader *)obj)->Rebuild(dev);
break;
case gs_type::gs_pixel_shader:
((gs_pixel_shader*)obj)->Rebuild(dev);
((gs_pixel_shader *)obj)->Rebuild(dev);
break;
case gs_type::gs_duplicator:
try {
((gs_duplicator*)obj)->Start();
((gs_duplicator *)obj)->Start();
} catch (...) {
((gs_duplicator*)obj)->Release();
((gs_duplicator *)obj)->Release();
}
break;
case gs_type::gs_swap_chain:
((gs_swap_chain*)obj)->Rebuild(dev);
((gs_swap_chain *)obj)->Rebuild(dev);
break;
case gs_type::gs_timer:
((gs_timer *)obj)->Rebuild(dev);
break;
case gs_type::gs_timer_range:
((gs_timer_range *)obj)->Rebuild(dev);
break;
}
@ -406,7 +440,6 @@ try {
} 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);
} catch (const HRError &error) {
bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
}