BsD3D11RenderWindow.cpp 21 KB

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  1. #include "BsD3D11RenderWindow.h"
  2. #include "BsCoreThread.h"
  3. #include "Win32/BsWin32Platform.h"
  4. #include "BsD3D11RenderAPI.h"
  5. #include "BsD3D11Device.h"
  6. #include "BsD3D11RenderTexture.h"
  7. #include "BsD3D11TextureView.h"
  8. #include "BsTextureManager.h"
  9. #include "BsD3D11DriverList.h"
  10. #include "BsD3D11Driver.h"
  11. #include "BsD3D11VideoModeInfo.h"
  12. #include "BsRenderStats.h"
  13. #include "BsInput.h"
  14. #include "BsException.h"
  15. #include "BsRenderWindowManager.h"
  16. #include "Win32/BsWin32Window.h"
  17. namespace BansheeEngine
  18. {
  19. D3D11RenderWindowProperties::D3D11RenderWindowProperties(const RENDER_WINDOW_DESC& desc)
  20. :RenderWindowProperties(desc)
  21. { }
  22. D3D11RenderWindowCore::D3D11RenderWindowCore(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  23. : RenderWindowCore(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  24. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  25. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  26. { }
  27. D3D11RenderWindowCore::~D3D11RenderWindowCore()
  28. {
  29. D3D11RenderWindowProperties& props = mProperties;
  30. props.mActive = false;
  31. SAFE_RELEASE(mSwapChain);
  32. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  33. if (mWindow != nullptr)
  34. {
  35. bs_delete(mWindow);
  36. mWindow = nullptr;
  37. }
  38. if (mDepthStencilView != nullptr)
  39. {
  40. TextureCore::releaseView(mDepthStencilView);
  41. mDepthStencilView = nullptr;
  42. }
  43. destroySizeDependedD3DResources();
  44. }
  45. void D3D11RenderWindowCore::initialize()
  46. {
  47. RenderWindowCore::initialize();
  48. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  49. D3D11RenderWindowProperties& props = mProperties;
  50. mMultisampleType.Count = 1;
  51. mMultisampleType.Quality = 0;
  52. WINDOW_DESC windowDesc;
  53. windowDesc.border = mDesc.border;
  54. windowDesc.enableDoubleClick = mDesc.enableDoubleClick;
  55. windowDesc.fullscreen = mDesc.fullscreen;
  56. windowDesc.width = mDesc.videoMode.getWidth();
  57. windowDesc.height = mDesc.videoMode.getHeight();
  58. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  59. windowDesc.left = mDesc.left;
  60. windowDesc.top = mDesc.top;
  61. windowDesc.outerDimensions = mDesc.outerDimensions;
  62. windowDesc.title = mDesc.title;
  63. windowDesc.toolWindow = mDesc.toolWindow;
  64. windowDesc.creationParams = this;
  65. #ifdef BS_STATIC_LIB
  66. windowDesc.module = GetModuleHandle(NULL);
  67. #else
  68. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  69. #endif
  70. NameValuePairList::const_iterator opt;
  71. opt = mDesc.platformSpecific.find("parentWindowHandle");
  72. if (opt != mDesc.platformSpecific.end())
  73. windowDesc.parent = (HWND)parseUnsignedInt(opt->second);
  74. opt = mDesc.platformSpecific.find("externalWindowHandle");
  75. if (opt != mDesc.platformSpecific.end())
  76. windowDesc.external = (HWND)parseUnsignedInt(opt->second);
  77. mIsChild = windowDesc.parent != nullptr;
  78. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  79. props.mColorDepth = 32;
  80. props.mActive = true;
  81. if (mDesc.videoMode.isCustom())
  82. {
  83. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  84. mRefreshRateDenominator = 1;
  85. }
  86. else
  87. {
  88. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  89. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  90. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  91. }
  92. const D3D11VideoOutputInfo* outputInfo = nullptr;
  93. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  94. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  95. if (numOutputs > 0)
  96. {
  97. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  98. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  99. DXGI_OUTPUT_DESC desc;
  100. outputInfo->getDXGIOutput()->GetDesc(&desc);
  101. windowDesc.monitor = desc.Monitor;
  102. }
  103. if (!windowDesc.external)
  104. {
  105. mShowOnSwap = mDesc.hideUntilSwap;
  106. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  107. }
  108. mWindow = bs_new<Win32Window>(windowDesc);
  109. props.mWidth = mWindow->getWidth();
  110. props.mHeight = mWindow->getHeight();
  111. props.mTop = mWindow->getTop();
  112. props.mLeft = mWindow->getLeft();
  113. createSwapChain();
  114. if (props.isFullScreen())
  115. {
  116. if (outputInfo != nullptr)
  117. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  118. else
  119. mSwapChain->SetFullscreenState(true, nullptr);
  120. }
  121. createSizeDependedD3DResources();
  122. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  123. {
  124. ScopedSpinLock lock(mLock);
  125. mSyncedProperties = props;
  126. }
  127. RenderWindowManager::instance().notifySyncDataDirty(this);
  128. }
  129. void D3D11RenderWindowCore::swapBuffers()
  130. {
  131. THROW_IF_NOT_CORE_THREAD;
  132. if (mShowOnSwap)
  133. setHidden(false);
  134. if(mDevice.getD3D11Device() != nullptr)
  135. {
  136. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  137. if( FAILED(hr) )
  138. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  139. }
  140. }
  141. void D3D11RenderWindowCore::move(INT32 top, INT32 left)
  142. {
  143. THROW_IF_NOT_CORE_THREAD;
  144. D3D11RenderWindowProperties& props = mProperties;
  145. if (!props.mIsFullScreen)
  146. {
  147. mWindow->move(top, left);
  148. props.mTop = mWindow->getTop();
  149. props.mLeft = mWindow->getLeft();
  150. {
  151. ScopedSpinLock lock(mLock);
  152. mSyncedProperties.mTop = props.mTop;
  153. mSyncedProperties.mLeft = props.mLeft;
  154. }
  155. RenderWindowManager::instance().notifySyncDataDirty(this);
  156. }
  157. }
  158. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  159. {
  160. THROW_IF_NOT_CORE_THREAD;
  161. D3D11RenderWindowProperties& props = mProperties;
  162. if (!props.mIsFullScreen)
  163. {
  164. mWindow->resize(width, height);
  165. props.mWidth = mWindow->getWidth();
  166. props.mHeight = mWindow->getHeight();
  167. {
  168. ScopedSpinLock lock(mLock);
  169. mSyncedProperties.mWidth = props.mWidth;
  170. mSyncedProperties.mHeight = props.mHeight;
  171. }
  172. RenderWindowManager::instance().notifySyncDataDirty(this);
  173. }
  174. }
  175. void D3D11RenderWindowCore::setActive(bool state)
  176. {
  177. THROW_IF_NOT_CORE_THREAD;
  178. D3D11RenderWindowProperties& props = mProperties;
  179. mWindow->setActive(state);
  180. if (mSwapChain)
  181. {
  182. if (state)
  183. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  184. else
  185. mSwapChain->SetFullscreenState(FALSE, nullptr);
  186. }
  187. RenderWindowCore::setActive(state);
  188. }
  189. void D3D11RenderWindowCore::setHidden(bool hidden)
  190. {
  191. THROW_IF_NOT_CORE_THREAD;
  192. mShowOnSwap = false;
  193. mWindow->setHidden(hidden);
  194. RenderWindowCore::setHidden(hidden);
  195. }
  196. void D3D11RenderWindowCore::minimize()
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. mWindow->minimize();
  200. }
  201. void D3D11RenderWindowCore::maximize()
  202. {
  203. THROW_IF_NOT_CORE_THREAD;
  204. mWindow->maximize();
  205. }
  206. void D3D11RenderWindowCore::restore()
  207. {
  208. THROW_IF_NOT_CORE_THREAD;
  209. mWindow->restore();
  210. }
  211. void D3D11RenderWindowCore::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  212. {
  213. THROW_IF_NOT_CORE_THREAD;
  214. if (mIsChild)
  215. return;
  216. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  217. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  218. if (numOutputs == 0)
  219. return;
  220. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  221. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  222. DXGI_MODE_DESC modeDesc;
  223. ZeroMemory(&modeDesc, sizeof(modeDesc));
  224. modeDesc.Width = width;
  225. modeDesc.Height = height;
  226. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  227. modeDesc.RefreshRate.Denominator = 1;
  228. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  229. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  230. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  231. DXGI_MODE_DESC nearestMode;
  232. ZeroMemory(&nearestMode, sizeof(nearestMode));
  233. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  234. mProperties.mIsFullScreen = true;
  235. mProperties.mWidth = width;
  236. mProperties.mHeight = height;
  237. mSwapChain->ResizeTarget(&nearestMode);
  238. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  239. {
  240. ScopedSpinLock lock(mLock);
  241. mSyncedProperties.mTop = mProperties.mTop;
  242. mSyncedProperties.mLeft = mProperties.mLeft;
  243. mSyncedProperties.mWidth = mProperties.mWidth;
  244. mSyncedProperties.mHeight = mProperties.mHeight;
  245. }
  246. RenderWindowManager::instance().notifySyncDataDirty(this);
  247. RenderWindowManager::instance().notifyMovedOrResized(this);
  248. }
  249. void D3D11RenderWindowCore::setFullscreen(const VideoMode& mode)
  250. {
  251. THROW_IF_NOT_CORE_THREAD;
  252. if (mIsChild)
  253. return;
  254. if (mode.isCustom())
  255. {
  256. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  257. return;
  258. }
  259. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  260. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  261. if (numOutputs == 0)
  262. return;
  263. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  264. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  265. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  266. mProperties.mIsFullScreen = true;
  267. mProperties.mWidth = mode.getWidth();
  268. mProperties.mHeight = mode.getHeight();
  269. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  270. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  271. {
  272. ScopedSpinLock lock(mLock);
  273. mSyncedProperties.mTop = mProperties.mTop;
  274. mSyncedProperties.mLeft = mProperties.mLeft;
  275. mSyncedProperties.mWidth = mProperties.mWidth;
  276. mSyncedProperties.mHeight = mProperties.mHeight;
  277. }
  278. RenderWindowManager::instance().notifySyncDataDirty(this);
  279. RenderWindowManager::instance().notifyMovedOrResized(this);
  280. }
  281. void D3D11RenderWindowCore::setWindowed(UINT32 width, UINT32 height)
  282. {
  283. THROW_IF_NOT_CORE_THREAD;
  284. mProperties.mWidth = width;
  285. mProperties.mHeight = height;
  286. mProperties.mIsFullScreen = false;
  287. mSwapChainDesc.Windowed = true;
  288. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  289. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  290. mSwapChainDesc.BufferDesc.Width = width;
  291. mSwapChainDesc.BufferDesc.Height = height;
  292. DXGI_MODE_DESC modeDesc;
  293. ZeroMemory(&modeDesc, sizeof(modeDesc));
  294. modeDesc.Width = width;
  295. modeDesc.Height = height;
  296. modeDesc.RefreshRate.Numerator = 0;
  297. modeDesc.RefreshRate.Denominator = 0;
  298. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  299. mSwapChain->SetFullscreenState(false, nullptr);
  300. mSwapChain->ResizeTarget(&modeDesc);
  301. {
  302. ScopedSpinLock lock(mLock);
  303. mSyncedProperties.mTop = mProperties.mTop;
  304. mSyncedProperties.mLeft = mProperties.mLeft;
  305. mSyncedProperties.mWidth = mProperties.mWidth;
  306. mSyncedProperties.mHeight = mProperties.mHeight;
  307. }
  308. RenderWindowManager::instance().notifySyncDataDirty(this);
  309. RenderWindowManager::instance().notifyMovedOrResized(this);
  310. }
  311. HWND D3D11RenderWindowCore::_getWindowHandle() const
  312. {
  313. return mWindow->getHWnd();
  314. }
  315. void D3D11RenderWindowCore::getCustomAttribute(const String& name, void* pData) const
  316. {
  317. if(name == "WINDOW")
  318. {
  319. UINT64 *pWnd = (UINT64*)pData;
  320. *pWnd = (UINT64)mWindow->getHWnd();
  321. return;
  322. }
  323. if(name == "RTV")
  324. {
  325. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  326. return;
  327. }
  328. else if(name == "DSV")
  329. {
  330. if (mDepthStencilView != nullptr)
  331. {
  332. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  333. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV();
  334. }
  335. else
  336. {
  337. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  338. }
  339. return;
  340. }
  341. RenderWindowCore::getCustomAttribute(name, pData);
  342. }
  343. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  344. {
  345. THROW_IF_NOT_CORE_THREAD;
  346. if(mBackBuffer == nullptr)
  347. return;
  348. // Get the backbuffer desc
  349. D3D11_TEXTURE2D_DESC BBDesc;
  350. mBackBuffer->GetDesc(&BBDesc);
  351. ID3D11Texture2D* backbuffer = nullptr;
  352. if(BBDesc.SampleDesc.Quality > 0)
  353. {
  354. D3D11_TEXTURE2D_DESC desc = BBDesc;
  355. desc.Usage = D3D11_USAGE_DEFAULT;
  356. desc.CPUAccessFlags = 0;
  357. desc.BindFlags = 0;
  358. desc.SampleDesc.Quality = 0;
  359. desc.SampleDesc.Count = 1;
  360. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  361. if (FAILED(hr) || mDevice.hasError())
  362. {
  363. String errorDescription = mDevice.getErrorDescription();
  364. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  365. }
  366. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  367. }
  368. // Change the parameters of the texture so we can read it
  369. BBDesc.Usage = D3D11_USAGE_STAGING;
  370. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  371. BBDesc.BindFlags = 0;
  372. BBDesc.SampleDesc.Quality = 0;
  373. BBDesc.SampleDesc.Count = 1;
  374. // Create a temp buffer to copy to
  375. ID3D11Texture2D* tempTexture;
  376. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  377. if (FAILED(hr) || mDevice.hasError())
  378. {
  379. String errorDescription = mDevice.getErrorDescription();
  380. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  381. }
  382. // Copy the back buffer
  383. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  384. // Map the copied texture
  385. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  386. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  387. // Copy the the texture to the dest
  388. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  389. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  390. PixelUtil::bulkPixelConversion(src, dst);
  391. // Unmap the temp buffer
  392. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  393. // Release the temp buffer
  394. SAFE_RELEASE(tempTexture);
  395. SAFE_RELEASE(backbuffer);
  396. }
  397. void D3D11RenderWindowCore::_windowMovedOrResized()
  398. {
  399. THROW_IF_NOT_CORE_THREAD;
  400. if (!mWindow)
  401. return;
  402. D3D11RenderWindowProperties& props = mProperties;
  403. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  404. mWindow->_windowMovedOrResized();
  405. props.mTop = mWindow->getTop();
  406. props.mLeft = mWindow->getLeft();
  407. RenderWindowCore::_windowMovedOrResized();
  408. }
  409. void D3D11RenderWindowCore::createSwapChain()
  410. {
  411. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  412. D3D11RenderWindowProperties& props = mProperties;
  413. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  414. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  415. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  416. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  417. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  418. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  419. mSwapChainDesc.BufferDesc.Format = format;
  420. if (props.mIsFullScreen)
  421. {
  422. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  423. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  424. }
  425. else
  426. {
  427. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  428. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  429. }
  430. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  431. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  432. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  433. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  434. mSwapChainDesc.BufferCount = 1;
  435. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  436. mSwapChainDesc.Windowed = true;
  437. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  438. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  439. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  440. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  441. HRESULT hr;
  442. // Create swap chain
  443. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  444. if (FAILED(hr))
  445. {
  446. // Try a second time, may fail the first time due to back buffer count,
  447. // which will be corrected by the runtime
  448. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  449. }
  450. SAFE_RELEASE(pDXGIDevice);
  451. if (FAILED(hr))
  452. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  453. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  454. }
  455. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  456. {
  457. SAFE_RELEASE(mBackBuffer);
  458. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  459. if(FAILED(hr))
  460. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  461. assert(mBackBuffer && !mRenderTargetView);
  462. D3D11_TEXTURE2D_DESC BBDesc;
  463. mBackBuffer->GetDesc(&BBDesc);
  464. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  465. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  466. RTVDesc.Format = BBDesc.Format;
  467. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  468. RTVDesc.Texture2D.MipSlice = 0;
  469. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  470. if(FAILED(hr))
  471. {
  472. String errorDescription = mDevice.getErrorDescription();
  473. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  474. }
  475. if (mDepthStencilView != nullptr)
  476. {
  477. TextureCore::releaseView(mDepthStencilView);
  478. mDepthStencilView = nullptr;
  479. }
  480. if (mDesc.depthBuffer)
  481. {
  482. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  483. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  484. getProperties().getMultisampleCount());
  485. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  486. }
  487. else
  488. mDepthStencilBuffer = nullptr;
  489. }
  490. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  491. {
  492. SAFE_RELEASE(mBackBuffer);
  493. SAFE_RELEASE(mRenderTargetView);
  494. mDepthStencilBuffer = nullptr;
  495. }
  496. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  497. {
  498. destroySizeDependedD3DResources();
  499. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  500. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  501. if(hr != S_OK)
  502. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  503. mSwapChain->GetDesc(&mSwapChainDesc);
  504. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  505. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  506. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  507. createSizeDependedD3DResources();
  508. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  509. }
  510. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  511. {
  512. if (mDevice.getD3D11Device() == nullptr)
  513. {
  514. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  515. }
  516. IDXGIDevice* pDXGIDevice = nullptr;
  517. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  518. if(FAILED(hr))
  519. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  520. return pDXGIDevice;
  521. }
  522. void D3D11RenderWindowCore::syncProperties()
  523. {
  524. ScopedSpinLock lock(mLock);
  525. mProperties = mSyncedProperties;
  526. }
  527. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  528. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  529. {
  530. }
  531. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  532. {
  533. if (name == "WINDOW")
  534. {
  535. UINT64 *pHwnd = (UINT64*)pData;
  536. *pHwnd = (UINT64)getHWnd();
  537. return;
  538. }
  539. }
  540. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  541. {
  542. POINT pos;
  543. pos.x = screenPos.x;
  544. pos.y = screenPos.y;
  545. ScreenToClient(getHWnd(), &pos);
  546. return Vector2I(pos.x, pos.y);
  547. }
  548. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  549. {
  550. POINT pos;
  551. pos.x = windowPos.x;
  552. pos.y = windowPos.y;
  553. ClientToScreen(getHWnd(), &pos);
  554. return Vector2I(pos.x, pos.y);
  555. }
  556. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  557. {
  558. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  559. }
  560. HWND D3D11RenderWindow::getHWnd() const
  561. {
  562. // HACK: I'm accessing core method from sim thread, which means an invalid handle
  563. // could be returned here if requested too soon after initialization.
  564. return getCore()->_getWindowHandle();
  565. }
  566. void D3D11RenderWindow::syncProperties()
  567. {
  568. ScopedSpinLock lock(getCore()->mLock);
  569. mProperties = getCore()->mSyncedProperties;
  570. }
  571. }