libretro-dolphin/Source/Core/VideoBackends/D3D12/VideoBackend.cpp
Stenzek bf74553878 FramebufferManager: Copy to color format for depth readbacks on GLES
glReadPixels() with depth formats is not supported.

Should fix broken EFB access on GLES.
2020-05-24 16:11:11 +10:00

170 lines
5.5 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/DXContext.h"
#include "VideoBackends/D3D12/PerfQuery.h"
#include "VideoBackends/D3D12/Renderer.h"
#include "VideoBackends/D3D12/SwapChain.h"
#include "VideoBackends/D3D12/VertexManager.h"
#include "VideoBackends/D3D12/VideoBackend.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
std::string VideoBackend::GetName() const
{
return "D3D12";
}
std::string VideoBackend::GetDisplayName() const
{
return "Direct3D 12";
}
void VideoBackend::InitBackendInfo()
{
if (!D3DCommon::LoadLibraries())
return;
FillBackendInfo();
D3DCommon::UnloadLibraries();
}
void VideoBackend::FillBackendInfo()
{
g_Config.backend_info.api_type = APIType::D3D;
g_Config.backend_info.bUsesLowerLeftOrigin = false;
g_Config.backend_info.bSupportsExclusiveFullscreen = true;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsBindingLayout = false;
g_Config.backend_info.bSupportsBBox = true;
g_Config.backend_info.bSupportsGSInstancing = true;
g_Config.backend_info.bSupportsPaletteConversion = true;
g_Config.backend_info.bSupportsPostProcessing = true;
g_Config.backend_info.bSupportsClipControl = true;
g_Config.backend_info.bSupportsSSAA = true;
g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true;
g_Config.backend_info.bSupportsDepthClamp = true;
g_Config.backend_info.bSupportsReversedDepthRange = false;
g_Config.backend_info.bSupportsComputeShaders = true;
g_Config.backend_info.bSupportsLogicOp = true;
g_Config.backend_info.bSupportsMultithreading = true;
g_Config.backend_info.bSupportsGPUTextureDecoding = true;
g_Config.backend_info.bSupportsST3CTextures = false;
g_Config.backend_info.bSupportsCopyToVram = true;
g_Config.backend_info.bSupportsBitfield = false;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
g_Config.backend_info.bSupportsBPTCTextures = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
g_Config.backend_info.bSupportsBackgroundCompiling = true;
g_Config.backend_info.bSupportsLargePoints = false;
g_Config.backend_info.bSupportsDepthReadback = true;
g_Config.backend_info.bSupportsPartialDepthCopies = false;
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
g_Config.backend_info.AAModes = DXContext::GetAAModes(g_Config.iAdapter);
g_Config.backend_info.bSupportsShaderBinaries = true;
g_Config.backend_info.bSupportsPipelineCacheData = true;
// We can only check texture support once we have a device.
if (g_dx_context)
{
g_Config.backend_info.bSupportsST3CTextures =
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC1_UNORM) &&
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC2_UNORM) &&
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC3_UNORM);
g_Config.backend_info.bSupportsBPTCTextures =
g_dx_context->SupportsTextureFormat(DXGI_FORMAT_BC7_UNORM);
}
}
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
{
if (!DXContext::Create(g_Config.iAdapter, g_Config.bEnableValidationLayer))
{
PanicAlert("Failed to create D3D12 context");
return false;
}
FillBackendInfo();
InitializeShared();
if (!g_dx_context->CreateGlobalResources())
{
PanicAlert("Failed to create D3D12 global resources");
DXContext::Destroy();
ShutdownShared();
return false;
}
std::unique_ptr<SwapChain> swap_chain;
if (wsi.render_surface && !(swap_chain = SwapChain::Create(wsi)))
{
PanicAlertT("Failed to create D3D swap chain");
DXContext::Destroy();
ShutdownShared();
return false;
}
// Create main wrapper instances.
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
{
PanicAlert("Failed to initialize renderer classes");
Shutdown();
return false;
}
g_shader_cache->InitializeShaderCache();
return true;
}
void VideoBackend::Shutdown()
{
// Keep the debug runtime happy...
if (g_renderer)
Renderer::GetInstance()->ExecuteCommandList(true);
if (g_shader_cache)
g_shader_cache->Shutdown();
if (g_renderer)
g_renderer->Shutdown();
g_perf_query.reset();
g_texture_cache.reset();
g_framebuffer_manager.reset();
g_shader_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
DXContext::Destroy();
ShutdownShared();
}
} // namespace DX12