D3D12 -> D3D11 device fallback

This commit is contained in:
Jack Andersen 2016-06-27 12:54:02 -10:00
parent c7df255c24
commit affb4e98d3
1 changed files with 33 additions and 28 deletions

View File

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