| // |
| // 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); |
| } |
| |
| } |
| |