obs-studio/libobs-d3d11/d3d11-rebuild.cpp
jp9000 e74a007718 libobs-d3d11: Allow rebuild even if output duplicator fails
Prevents an issue where the output duplicator would cause the program to
crash if the graphics driver crashes and the graphics subsystem needs to
be rebuilt.
2017-11-16 20:49:56 -08:00

354 lines
9.1 KiB
C++

/******************************************************************************
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;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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:
try {
((gs_duplicator*)obj)->Start();
} catch (...) {
((gs_duplicator*)obj)->Release();
}
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);
}