mirror of https://github.com/AxioDL/boo.git
D3D12 -> D3D11 device fallback
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c7df255c24
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affb4e98d3
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@ -141,39 +141,44 @@ public:
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/* Create device */
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HRESULT hr = MyD3D12CreateDevice(nullptr, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), &m_3dCtx.m_ctx12.m_dev);
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if (FAILED(hr))
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Log.report(logvisor::Fatal, "unable to create D3D12 device");
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/* Obtain DXGI Factory */
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hr = MyCreateDXGIFactory1(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx12.m_dxFactory);
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if (FAILED(hr))
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Log.report(logvisor::Fatal, "unable to create DXGI factory");
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/* Establish loader objects */
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), &m_3dCtx.m_ctx12.m_loadqalloc)))
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Log.report(logvisor::Fatal, "unable to create loader allocator");
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D3D12_COMMAND_QUEUE_DESC desc =
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if (!FAILED(hr))
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{
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
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D3D12_COMMAND_QUEUE_FLAG_NONE
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};
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &m_3dCtx.m_ctx12.m_loadq)))
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Log.report(logvisor::Fatal, "unable to create loader queue");
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/* Obtain DXGI Factory */
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hr = MyCreateDXGIFactory1(__uuidof(IDXGIFactory2), &m_3dCtx.m_ctx12.m_dxFactory);
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if (FAILED(hr))
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Log.report(logvisor::Fatal, "unable to create DXGI factory");
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_3dCtx.m_ctx12.m_loadfence)))
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Log.report(logvisor::Fatal, "unable to create loader fence");
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/* Establish loader objects */
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), &m_3dCtx.m_ctx12.m_loadqalloc)))
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Log.report(logvisor::Fatal, "unable to create loader allocator");
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m_3dCtx.m_ctx12.m_loadfencehandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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D3D12_COMMAND_QUEUE_DESC desc =
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{
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
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D3D12_COMMAND_QUEUE_FLAG_NONE
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};
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandQueue(&desc, __uuidof(ID3D12CommandQueue), &m_3dCtx.m_ctx12.m_loadq)))
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Log.report(logvisor::Fatal, "unable to create loader queue");
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_3dCtx.m_ctx12.m_loadqalloc.Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_3dCtx.m_ctx12.m_loadlist)))
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Log.report(logvisor::Fatal, "unable to create loader list");
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_3dCtx.m_ctx12.m_loadfence)))
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Log.report(logvisor::Fatal, "unable to create loader fence");
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Log.report(logvisor::Info, "initialized D3D12 renderer");
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return;
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m_3dCtx.m_ctx12.m_loadfencehandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (FAILED(m_3dCtx.m_ctx12.m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_3dCtx.m_ctx12.m_loadqalloc.Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_3dCtx.m_ctx12.m_loadlist)))
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Log.report(logvisor::Fatal, "unable to create loader list");
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Log.report(logvisor::Info, "initialized D3D12 renderer");
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return;
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}
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else
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{
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/* Some Win10 client HW doesn't support D3D12 (despite being supposedly HW-agnostic) */
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m_3dCtx.m_ctx12.m_dev.Reset();
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}
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}
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#endif
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HMODULE d3d11lib = LoadLibraryW(L"D3D11.dll");
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