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2f7b260d39
On laptops with integrated+discrete adapters, adapter 0 may not support D3D12, so a default create device call will fail. Adapters other than the 0th one need to be specified explicitly.
176 lines
4.3 KiB
C++
176 lines
4.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d_helpers.h"
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#include "../test_common.h"
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std::string D3DFullscreenQuadVertex = R"EOSHADER(
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float4 main(uint vid : SV_VertexID) : SV_POSITION
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{
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float2 positions[] = {
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float2(-1.0f, 1.0f),
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float2( 1.0f, 1.0f),
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float2(-1.0f, -1.0f),
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float2( 1.0f, -1.0f),
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};
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return float4(positions[vid], 0, 1);
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}
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)EOSHADER";
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std::string D3DDefaultVertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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v2f main(vertin IN, uint vid : SV_VertexID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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OUT.uv = IN.uv;
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return OUT;
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}
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)EOSHADER";
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std::string D3DDefaultPixel = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col;
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}
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)EOSHADER";
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std::vector<IDXGIAdapterPtr> FindD3DAdapters(IDXGIFactoryPtr factory, int argc, char **argv,
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bool &warp)
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{
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struct AdapterInfo
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{
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IDXGIAdapterPtr adapter;
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DXGI_ADAPTER_DESC desc;
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};
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std::vector<AdapterInfo> adapters;
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HRESULT hr = S_OK;
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{
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UINT i = 0;
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while(true)
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{
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IDXGIAdapterPtr a;
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hr = factory->EnumAdapters(i, &a);
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if(hr != S_OK || !a)
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break;
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DXGI_ADAPTER_DESC desc;
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a->GetDesc(&desc);
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adapters.push_back({a, desc});
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i++;
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}
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}
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IDXGIAdapterPtr specifiedAdapter = NULL;
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for(int i = 0; i < argc; i++)
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{
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if(!strcmp(argv[i], "--warp"))
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{
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warp = true;
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specifiedAdapter = NULL;
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break;
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}
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if(!strcmp(argv[i], "--gpu") && i + 1 < argc)
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{
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std::string needle = strlower(argv[i + 1]);
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if(needle == "warp")
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{
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warp = true;
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specifiedAdapter = NULL;
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break;
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}
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const bool nv = (needle == "nv" || needle == "nvidia");
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const bool amd = (needle == "amd");
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const bool intel = (needle == "intel");
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for(size_t a = 0; a < adapters.size(); a++)
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{
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std::string haystack = strlower(Wide2UTF8(adapters[a].desc.Description));
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if(haystack.find(needle) != std::string::npos ||
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(nv && adapters[a].desc.VendorId == PCI_VENDOR_NV) ||
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(amd && adapters[a].desc.VendorId == PCI_VENDOR_AMD) ||
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(intel && adapters[a].desc.VendorId == PCI_VENDOR_INTEL))
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{
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specifiedAdapter = adapters[a].adapter;
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break;
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}
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}
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break;
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}
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}
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// Return the adapters that we want to consider:
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// With an adapter specified by command line, only return that one
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// With warp specified, return an empty adapter list - fallback will occur
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// Otherwise, return all adapters, to be attempted in order
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if(specifiedAdapter)
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return {specifiedAdapter};
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if(warp)
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return {};
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std::vector<IDXGIAdapterPtr> returnedAdapters;
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for(size_t i = 0; i < adapters.size(); ++i)
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returnedAdapters.push_back(adapters[i].adapter);
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return returnedAdapters;
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}
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