New upstream version 18.0.1+dfsg1
This commit is contained in:
parent
6efda2859e
commit
f2cf6cce50
1337 changed files with 41178 additions and 84670 deletions
348
libobs-d3d11/d3d11-rebuild.cpp
Normal file
348
libobs-d3d11/d3d11-rebuild.cpp
Normal file
|
|
@ -0,0 +1,348 @@
|
|||
/******************************************************************************
|
||||
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 ¶m : params) {
|
||||
param.nextSampler = nullptr;
|
||||
param.curValue.clear();
|
||||
gs_shader_set_default(¶m);
|
||||
}
|
||||
}
|
||||
|
||||
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 ¶m : params) {
|
||||
param.nextSampler = nullptr;
|
||||
param.curValue.clear();
|
||||
gs_shader_set_default(¶m);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue