/****************************************************************************** Copyright (C) 2016 by Hugh Bailey 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 . ******************************************************************************/ #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); }