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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
#include "libGLESv2/renderer/SwapChain11.h"
#include "common/debug.h"
#include "libGLESv2/utilities.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/main.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11ps.h"
namespace rx
{
struct QuadVertex
{
float x, y;
float u, v;
};
static void setVertex(QuadVertex* vertex, float x, float y, float u, float v)
{
vertex->x = x;
vertex->y = y;
vertex->u = u;
vertex->v = v;
}
SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat)
: mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
{
mSwapChain = NULL;
mBackBufferTexture = NULL;
mBackBufferRTView = NULL;
mOffscreenTexture = NULL;
mOffscreenRTView = NULL;
mOffscreenSRView = NULL;
mDepthStencilTexture = NULL;
mDepthStencilDSView = NULL;
mWidth = -1;
mHeight = -1;
}
SwapChain11::~SwapChain11()
{
release();
}
void SwapChain11::release()
{
if (mSwapChain)
{
mSwapChain->Release();
mSwapChain = NULL;
}
if (mBackBufferTexture)
{
mBackBufferTexture->Release();
mBackBufferTexture = NULL;
}
if (mBackBufferRTView)
{
mBackBufferRTView->Release();
mBackBufferRTView = NULL;
}
if (mOffscreenTexture)
{
mOffscreenTexture->Release();
mOffscreenTexture = NULL;
}
if (mOffscreenRTView)
{
mOffscreenRTView->Release();
mOffscreenRTView = NULL;
}
if (mOffscreenSRView)
{
mOffscreenSRView->Release();
mOffscreenSRView = NULL;
}
if (mDepthStencilTexture)
{
mDepthStencilTexture->Release();
mDepthStencilTexture = NULL;
}
if (mDepthStencilDSView)
{
mDepthStencilDSView->Release();
mDepthStencilDSView = NULL;
}
if (mQuadVB)
{
mQuadVB->Release();
mQuadVB = NULL;
}
if (mPassThroughSampler)
{
mPassThroughSampler->Release();
mPassThroughSampler = NULL;
}
if (mPassThroughIL)
{
mPassThroughIL->Release();
mPassThroughIL = NULL;
}
if (mPassThroughVS)
{
mPassThroughVS->Release();
mPassThroughVS = NULL;
}
if (mPassThroughPS)
{
mPassThroughPS->Release();
mPassThroughPS = NULL;
}
if (mWindow)
mShareHandle = NULL;
}
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
{
return EGL_BAD_ACCESS;
}
// Release specific resources to free up memory for the new render target, while the
// old render target still exists for the purpose of preserving its contents.
if (mSwapChain)
{
mSwapChain->Release();
mSwapChain = NULL;
}
if (mBackBufferTexture)
{
mBackBufferTexture->Release();
mBackBufferTexture = NULL;
}
if (mBackBufferRTView)
{
mBackBufferRTView->Release();
mBackBufferRTView = NULL;
}
if (mOffscreenTexture)
{
mOffscreenTexture->Release();
mOffscreenTexture = NULL;
}
if (mOffscreenRTView) // TODO: Preserve the render target content
{
mOffscreenRTView->Release();
mOffscreenRTView = NULL;
}
if (mOffscreenSRView)
{
mOffscreenSRView->Release();
mOffscreenSRView = NULL;
}
if (mDepthStencilTexture)
{
mDepthStencilTexture->Release();
mDepthStencilTexture = NULL;
}
if (mDepthStencilDSView)
{
mDepthStencilDSView->Release();
mDepthStencilDSView = NULL;
}
HANDLE *pShareHandle = NULL;
if (!mWindow && mRenderer->getShareHandleSupport())
{
pShareHandle = &mShareHandle;
}
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight;
offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
offscreenTextureDesc.SampleDesc.Count = 1;
offscreenTextureDesc.SampleDesc.Quality = 0;
offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
offscreenTextureDesc.CPUAccessFlags = 0;
offscreenTextureDesc.MiscFlags = 0; // D3D11_RESOURCE_MISC_SHARED
HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
if (FAILED(result))
{
ERR("Could not create offscreen texture: %08lX", result);
release();
if (isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
ASSERT(SUCCEEDED(result));
result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
ASSERT(SUCCEEDED(result));
if (mWindow)
{
IDXGIFactory *factory = mRenderer->getDxgiFactory();
DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
swapChainDesc.BufferDesc.Width = backbufferWidth;
swapChainDesc.BufferDesc.Height = backbufferHeight;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.Flags = 0;
swapChainDesc.OutputWindow = mWindow;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = TRUE;
result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
if (FAILED(result))
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
release();
if (isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result));
}
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
depthStencilDesc.Width = backbufferWidth;
depthStencilDesc.Height = backbufferHeight;
depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
if (FAILED(result))
{
ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
release();
if (isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
ASSERT(SUCCEEDED(result));
}
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = sizeof(QuadVertex) * 4;
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
ASSERT(SUCCEEDED(result));
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0.0f;
samplerDesc.BorderColor[1] = 0.0f;
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
D3D11_INPUT_ELEMENT_DESC quadLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
ASSERT(SUCCEEDED(result));
result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
ASSERT(SUCCEEDED(result));
result = device->CreatePixelShader(g_PS_Passthrough, sizeof(g_PS_Passthrough), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result));
mWidth = backbufferWidth;
mHeight = backbufferHeight;
return EGL_SUCCESS;
}
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
return EGL_SUCCESS;
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return EGL_BAD_ACCESS;
}
QuadVertex *vertices = static_cast<QuadVertex*>(mappedResource.pData);
// Create a quad in homogeneous coordinates
float x1 = (x / mWidth) * 2.0f - 1.0f;
float y1 = ((mHeight - y - height) / mHeight) * 2.0f - 1.0f;
float x2 = ((x + width) / mWidth) * 2.0f - 1.0f;
float y2 = ((mHeight - y) / mHeight) * 2.0f - 1.0f;
float u1 = x / float(mWidth);
float v1 = y / float(mHeight);
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
setVertex(&vertices[0], x1, y1, u1, v1);
setVertex(&vertices[1], x1, y2, u1, v2);
setVertex(&vertices[2], x2, y1, u2, v1);
setVertex(&vertices[3], x2, y2, u2, v2);
deviceContext->Unmap(mQuadVB, 0);
static UINT stride = sizeof(QuadVertex);
static UINT startIdx = 0;
deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
// Apply state
deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
deviceContext->RSSetState(NULL);
// Apply shaders
deviceContext->IASetInputLayout(mPassThroughIL);
deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
// Apply render targets
deviceContext->OMSetRenderTargets(1, &mBackBufferRTView, NULL);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = mWidth;
viewport.Height = mHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
// Draw
deviceContext->Draw(4, 0);
mSwapChain->Present(0, 0);
// Unbind
static ID3D11ShaderResourceView *const nullSRV = NULL;
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
static ID3D11RenderTargetView *const nullRTV = NULL;
deviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
// Mark context and renderer dirty flags
gl::Context *glContext = static_cast<gl::Context*>(glGetCurrentContext());
if (glContext)
{
glContext->markAllStateDirty();
}
mRenderer->markAllStateDirty();
return EGL_SUCCESS;
}
// Increments refcount on view.
// caller must Release() the returned view
ID3D11RenderTargetView *SwapChain11::getRenderTarget()
{
if (mOffscreenRTView)
{
mOffscreenRTView->AddRef();
}
return mOffscreenRTView;
}
// Increments refcount on view.
// caller must Release() the returned view
ID3D11DepthStencilView *SwapChain11::getDepthStencil()
{
if (mDepthStencilDSView)
{
mDepthStencilDSView->AddRef();
}
return mDepthStencilDSView;
}
// Increments refcount on texture.
// caller must Release() the returned texture
ID3D11Texture2D *SwapChain11::getOffscreenTexture()
{
if (mOffscreenTexture)
{
mOffscreenTexture->AddRef();
}
return mOffscreenTexture;
}
SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
{
ASSERT(dynamic_cast<rx::SwapChain11*>(swapChain) != NULL);
return static_cast<rx::SwapChain11*>(swapChain);
}
}