BsD3D11RenderWindow.cpp 22 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. if (props.isFullScreen())
  32. mSwapChain->SetFullscreenState(false, nullptr);
  33. SAFE_RELEASE(mSwapChain);
  34. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  35. if (mWindow != nullptr)
  36. {
  37. bs_delete(mWindow);
  38. mWindow = nullptr;
  39. }
  40. if (mDepthStencilView != nullptr)
  41. {
  42. TextureCore::releaseView(mDepthStencilView);
  43. mDepthStencilView = nullptr;
  44. }
  45. destroySizeDependedD3DResources();
  46. }
  47. void D3D11RenderWindowCore::initialize()
  48. {
  49. RenderWindowCore::initialize();
  50. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  51. D3D11RenderWindowProperties& props = mProperties;
  52. mMultisampleType.Count = 1;
  53. mMultisampleType.Quality = 0;
  54. WINDOW_DESC windowDesc;
  55. windowDesc.border = mDesc.border;
  56. windowDesc.enableDoubleClick = mDesc.enableDoubleClick;
  57. windowDesc.fullscreen = mDesc.fullscreen;
  58. windowDesc.width = mDesc.videoMode.getWidth();
  59. windowDesc.height = mDesc.videoMode.getHeight();
  60. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  61. windowDesc.left = mDesc.left;
  62. windowDesc.top = mDesc.top;
  63. windowDesc.outerDimensions = mDesc.outerDimensions;
  64. windowDesc.title = mDesc.title;
  65. windowDesc.toolWindow = mDesc.toolWindow;
  66. windowDesc.creationParams = this;
  67. #ifdef BS_STATIC_LIB
  68. windowDesc.module = GetModuleHandle(NULL);
  69. #else
  70. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  71. #endif
  72. NameValuePairList::const_iterator opt;
  73. opt = mDesc.platformSpecific.find("parentWindowHandle");
  74. if (opt != mDesc.platformSpecific.end())
  75. windowDesc.parent = (HWND)parseUINT64(opt->second);
  76. opt = mDesc.platformSpecific.find("externalWindowHandle");
  77. if (opt != mDesc.platformSpecific.end())
  78. windowDesc.external = (HWND)parseUINT64(opt->second);
  79. mIsChild = windowDesc.parent != nullptr;
  80. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  81. props.mColorDepth = 32;
  82. props.mActive = true;
  83. if (mDesc.videoMode.isCustom())
  84. {
  85. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  86. mRefreshRateDenominator = 1;
  87. }
  88. else
  89. {
  90. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  91. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  92. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  93. }
  94. const D3D11VideoOutputInfo* outputInfo = nullptr;
  95. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  96. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  97. if (numOutputs > 0)
  98. {
  99. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  100. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  101. DXGI_OUTPUT_DESC desc;
  102. outputInfo->getDXGIOutput()->GetDesc(&desc);
  103. windowDesc.monitor = desc.Monitor;
  104. }
  105. if (!windowDesc.external)
  106. {
  107. mShowOnSwap = mDesc.hideUntilSwap;
  108. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  109. }
  110. mWindow = bs_new<Win32Window>(windowDesc);
  111. props.mWidth = mWindow->getWidth();
  112. props.mHeight = mWindow->getHeight();
  113. props.mTop = mWindow->getTop();
  114. props.mLeft = mWindow->getLeft();
  115. createSwapChain();
  116. if (props.isFullScreen())
  117. {
  118. if (outputInfo != nullptr)
  119. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  120. else
  121. mSwapChain->SetFullscreenState(true, nullptr);
  122. }
  123. createSizeDependedD3DResources();
  124. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  125. {
  126. ScopedSpinLock lock(mLock);
  127. mSyncedProperties = props;
  128. }
  129. RenderWindowManager::instance().notifySyncDataDirty(this);
  130. }
  131. void D3D11RenderWindowCore::swapBuffers()
  132. {
  133. THROW_IF_NOT_CORE_THREAD;
  134. if (mShowOnSwap)
  135. setHidden(false);
  136. if(mDevice.getD3D11Device() != nullptr)
  137. {
  138. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  139. if( FAILED(hr) )
  140. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  141. }
  142. }
  143. void D3D11RenderWindowCore::move(INT32 top, INT32 left)
  144. {
  145. THROW_IF_NOT_CORE_THREAD;
  146. D3D11RenderWindowProperties& props = mProperties;
  147. if (!props.mIsFullScreen)
  148. {
  149. mWindow->move(top, left);
  150. props.mTop = mWindow->getTop();
  151. props.mLeft = mWindow->getLeft();
  152. {
  153. ScopedSpinLock lock(mLock);
  154. mSyncedProperties.mTop = props.mTop;
  155. mSyncedProperties.mLeft = props.mLeft;
  156. }
  157. RenderWindowManager::instance().notifySyncDataDirty(this);
  158. }
  159. }
  160. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  161. {
  162. THROW_IF_NOT_CORE_THREAD;
  163. D3D11RenderWindowProperties& props = mProperties;
  164. if (!props.mIsFullScreen)
  165. {
  166. mWindow->resize(width, height);
  167. props.mWidth = mWindow->getWidth();
  168. props.mHeight = mWindow->getHeight();
  169. {
  170. ScopedSpinLock lock(mLock);
  171. mSyncedProperties.mWidth = props.mWidth;
  172. mSyncedProperties.mHeight = props.mHeight;
  173. }
  174. RenderWindowManager::instance().notifySyncDataDirty(this);
  175. }
  176. }
  177. void D3D11RenderWindowCore::setActive(bool state)
  178. {
  179. THROW_IF_NOT_CORE_THREAD;
  180. D3D11RenderWindowProperties& props = mProperties;
  181. mWindow->setActive(state);
  182. if (mSwapChain)
  183. {
  184. if (state)
  185. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  186. else
  187. mSwapChain->SetFullscreenState(FALSE, nullptr);
  188. }
  189. RenderWindowCore::setActive(state);
  190. }
  191. void D3D11RenderWindowCore::setHidden(bool hidden)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. mShowOnSwap = false;
  195. mWindow->setHidden(hidden);
  196. RenderWindowCore::setHidden(hidden);
  197. }
  198. void D3D11RenderWindowCore::minimize()
  199. {
  200. THROW_IF_NOT_CORE_THREAD;
  201. mWindow->minimize();
  202. }
  203. void D3D11RenderWindowCore::maximize()
  204. {
  205. THROW_IF_NOT_CORE_THREAD;
  206. mWindow->maximize();
  207. }
  208. void D3D11RenderWindowCore::restore()
  209. {
  210. THROW_IF_NOT_CORE_THREAD;
  211. mWindow->restore();
  212. }
  213. void D3D11RenderWindowCore::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  214. {
  215. THROW_IF_NOT_CORE_THREAD;
  216. if (mIsChild)
  217. return;
  218. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  219. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  220. if (numOutputs == 0)
  221. return;
  222. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  223. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  224. DXGI_MODE_DESC modeDesc;
  225. ZeroMemory(&modeDesc, sizeof(modeDesc));
  226. modeDesc.Width = width;
  227. modeDesc.Height = height;
  228. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  229. modeDesc.RefreshRate.Denominator = 1;
  230. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  231. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  232. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  233. DXGI_MODE_DESC nearestMode;
  234. ZeroMemory(&nearestMode, sizeof(nearestMode));
  235. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  236. mProperties.mIsFullScreen = true;
  237. mProperties.mWidth = width;
  238. mProperties.mHeight = height;
  239. mSwapChain->ResizeTarget(&nearestMode);
  240. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  241. {
  242. ScopedSpinLock lock(mLock);
  243. mSyncedProperties.mTop = mProperties.mTop;
  244. mSyncedProperties.mLeft = mProperties.mLeft;
  245. mSyncedProperties.mWidth = mProperties.mWidth;
  246. mSyncedProperties.mHeight = mProperties.mHeight;
  247. }
  248. RenderWindowManager::instance().notifySyncDataDirty(this);
  249. RenderWindowManager::instance().notifyMovedOrResized(this);
  250. }
  251. void D3D11RenderWindowCore::setFullscreen(const VideoMode& mode)
  252. {
  253. THROW_IF_NOT_CORE_THREAD;
  254. if (mIsChild)
  255. return;
  256. if (mode.isCustom())
  257. {
  258. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  259. return;
  260. }
  261. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  262. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  263. if (numOutputs == 0)
  264. return;
  265. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  266. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  267. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  268. mProperties.mIsFullScreen = true;
  269. mProperties.mWidth = mode.getWidth();
  270. mProperties.mHeight = mode.getHeight();
  271. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  272. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  273. {
  274. ScopedSpinLock lock(mLock);
  275. mSyncedProperties.mTop = mProperties.mTop;
  276. mSyncedProperties.mLeft = mProperties.mLeft;
  277. mSyncedProperties.mWidth = mProperties.mWidth;
  278. mSyncedProperties.mHeight = mProperties.mHeight;
  279. }
  280. RenderWindowManager::instance().notifySyncDataDirty(this);
  281. RenderWindowManager::instance().notifyMovedOrResized(this);
  282. }
  283. void D3D11RenderWindowCore::setWindowed(UINT32 width, UINT32 height)
  284. {
  285. THROW_IF_NOT_CORE_THREAD;
  286. mProperties.mWidth = width;
  287. mProperties.mHeight = height;
  288. mProperties.mIsFullScreen = false;
  289. mSwapChainDesc.Windowed = true;
  290. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  291. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  292. mSwapChainDesc.BufferDesc.Width = width;
  293. mSwapChainDesc.BufferDesc.Height = height;
  294. DXGI_MODE_DESC modeDesc;
  295. ZeroMemory(&modeDesc, sizeof(modeDesc));
  296. modeDesc.Width = width;
  297. modeDesc.Height = height;
  298. modeDesc.RefreshRate.Numerator = 0;
  299. modeDesc.RefreshRate.Denominator = 0;
  300. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  301. mSwapChain->SetFullscreenState(false, nullptr);
  302. mSwapChain->ResizeTarget(&modeDesc);
  303. {
  304. ScopedSpinLock lock(mLock);
  305. mSyncedProperties.mTop = mProperties.mTop;
  306. mSyncedProperties.mLeft = mProperties.mLeft;
  307. mSyncedProperties.mWidth = mProperties.mWidth;
  308. mSyncedProperties.mHeight = mProperties.mHeight;
  309. }
  310. RenderWindowManager::instance().notifySyncDataDirty(this);
  311. RenderWindowManager::instance().notifyMovedOrResized(this);
  312. }
  313. HWND D3D11RenderWindowCore::_getWindowHandle() const
  314. {
  315. return mWindow->getHWnd();
  316. }
  317. void D3D11RenderWindowCore::getCustomAttribute(const String& name, void* pData) const
  318. {
  319. if(name == "WINDOW")
  320. {
  321. UINT64 *pWnd = (UINT64*)pData;
  322. *pWnd = (UINT64)mWindow->getHWnd();
  323. return;
  324. }
  325. if(name == "RTV")
  326. {
  327. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  328. return;
  329. }
  330. else if(name == "DSV")
  331. {
  332. if (mDepthStencilView != nullptr)
  333. {
  334. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  335. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV();
  336. }
  337. else
  338. {
  339. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  340. }
  341. return;
  342. }
  343. RenderWindowCore::getCustomAttribute(name, pData);
  344. }
  345. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  346. {
  347. THROW_IF_NOT_CORE_THREAD;
  348. if(mBackBuffer == nullptr)
  349. return;
  350. // Get the backbuffer desc
  351. D3D11_TEXTURE2D_DESC BBDesc;
  352. mBackBuffer->GetDesc(&BBDesc);
  353. ID3D11Texture2D* backbuffer = nullptr;
  354. if(BBDesc.SampleDesc.Quality > 0)
  355. {
  356. D3D11_TEXTURE2D_DESC desc = BBDesc;
  357. desc.Usage = D3D11_USAGE_DEFAULT;
  358. desc.CPUAccessFlags = 0;
  359. desc.BindFlags = 0;
  360. desc.SampleDesc.Quality = 0;
  361. desc.SampleDesc.Count = 1;
  362. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  363. if (FAILED(hr) || mDevice.hasError())
  364. {
  365. String errorDescription = mDevice.getErrorDescription();
  366. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  367. }
  368. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  369. }
  370. // Change the parameters of the texture so we can read it
  371. BBDesc.Usage = D3D11_USAGE_STAGING;
  372. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  373. BBDesc.BindFlags = 0;
  374. BBDesc.SampleDesc.Quality = 0;
  375. BBDesc.SampleDesc.Count = 1;
  376. // Create a temp buffer to copy to
  377. ID3D11Texture2D* tempTexture;
  378. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  379. if (FAILED(hr) || mDevice.hasError())
  380. {
  381. String errorDescription = mDevice.getErrorDescription();
  382. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  383. }
  384. // Copy the back buffer
  385. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  386. // Map the copied texture
  387. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  388. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  389. // Copy the the texture to the dest
  390. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  391. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  392. PixelUtil::bulkPixelConversion(src, dst);
  393. // Unmap the temp buffer
  394. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  395. // Release the temp buffer
  396. SAFE_RELEASE(tempTexture);
  397. SAFE_RELEASE(backbuffer);
  398. }
  399. void D3D11RenderWindowCore::_windowMovedOrResized()
  400. {
  401. THROW_IF_NOT_CORE_THREAD;
  402. if (!mWindow)
  403. return;
  404. mWindow->_windowMovedOrResized();
  405. D3D11RenderWindowProperties& props = mProperties;
  406. if (props.isFullScreen()) // Fullscreen is handled directly by this object
  407. {
  408. resizeSwapChainBuffers(props.getWidth(), props.getHeight());
  409. }
  410. else
  411. {
  412. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  413. props.mWidth = mWindow->getWidth();
  414. props.mHeight = mWindow->getHeight();
  415. props.mTop = mWindow->getTop();
  416. props.mLeft = mWindow->getLeft();
  417. }
  418. RenderWindowCore::_windowMovedOrResized();
  419. }
  420. void D3D11RenderWindowCore::createSwapChain()
  421. {
  422. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  423. D3D11RenderWindowProperties& props = mProperties;
  424. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  425. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  426. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  427. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  428. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  429. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  430. mSwapChainDesc.BufferDesc.Format = format;
  431. if (props.mIsFullScreen)
  432. {
  433. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  434. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  435. }
  436. else
  437. {
  438. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  439. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  440. }
  441. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  442. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  443. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  444. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  445. mSwapChainDesc.BufferCount = 1;
  446. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  447. mSwapChainDesc.Windowed = true;
  448. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  449. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  450. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  451. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  452. HRESULT hr;
  453. // Create swap chain
  454. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  455. if (FAILED(hr))
  456. {
  457. // Try a second time, may fail the first time due to back buffer count,
  458. // which will be corrected by the runtime
  459. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  460. }
  461. SAFE_RELEASE(pDXGIDevice);
  462. if (FAILED(hr))
  463. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  464. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  465. }
  466. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  467. {
  468. SAFE_RELEASE(mBackBuffer);
  469. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  470. if(FAILED(hr))
  471. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  472. assert(mBackBuffer && !mRenderTargetView);
  473. D3D11_TEXTURE2D_DESC BBDesc;
  474. mBackBuffer->GetDesc(&BBDesc);
  475. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  476. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  477. RTVDesc.Format = BBDesc.Format;
  478. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  479. RTVDesc.Texture2D.MipSlice = 0;
  480. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  481. if(FAILED(hr))
  482. {
  483. String errorDescription = mDevice.getErrorDescription();
  484. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  485. }
  486. if (mDepthStencilView != nullptr)
  487. {
  488. TextureCore::releaseView(mDepthStencilView);
  489. mDepthStencilView = nullptr;
  490. }
  491. if (mDesc.depthBuffer)
  492. {
  493. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  494. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  495. getProperties().getMultisampleCount());
  496. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  497. }
  498. else
  499. mDepthStencilBuffer = nullptr;
  500. }
  501. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  502. {
  503. SAFE_RELEASE(mBackBuffer);
  504. SAFE_RELEASE(mRenderTargetView);
  505. mDepthStencilBuffer = nullptr;
  506. }
  507. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  508. {
  509. destroySizeDependedD3DResources();
  510. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  511. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  512. if(hr != S_OK)
  513. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  514. mSwapChain->GetDesc(&mSwapChainDesc);
  515. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  516. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  517. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  518. createSizeDependedD3DResources();
  519. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  520. }
  521. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  522. {
  523. if (mDevice.getD3D11Device() == nullptr)
  524. {
  525. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  526. }
  527. IDXGIDevice* pDXGIDevice = nullptr;
  528. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  529. if(FAILED(hr))
  530. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  531. return pDXGIDevice;
  532. }
  533. void D3D11RenderWindowCore::syncProperties()
  534. {
  535. ScopedSpinLock lock(mLock);
  536. mProperties = mSyncedProperties;
  537. }
  538. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  539. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  540. {
  541. }
  542. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  543. {
  544. if (name == "WINDOW")
  545. {
  546. UINT64 *pHwnd = (UINT64*)pData;
  547. *pHwnd = (UINT64)getHWnd();
  548. return;
  549. }
  550. }
  551. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  552. {
  553. POINT pos;
  554. pos.x = screenPos.x;
  555. pos.y = screenPos.y;
  556. ScreenToClient(getHWnd(), &pos);
  557. return Vector2I(pos.x, pos.y);
  558. }
  559. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  560. {
  561. POINT pos;
  562. pos.x = windowPos.x;
  563. pos.y = windowPos.y;
  564. ClientToScreen(getHWnd(), &pos);
  565. return Vector2I(pos.x, pos.y);
  566. }
  567. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  568. {
  569. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  570. }
  571. HWND D3D11RenderWindow::getHWnd() const
  572. {
  573. // HACK: I'm accessing core method from sim thread, which means an invalid handle
  574. // could be returned here if requested too soon after initialization.
  575. return getCore()->_getWindowHandle();
  576. }
  577. void D3D11RenderWindow::syncProperties()
  578. {
  579. ScopedSpinLock lock(getCore()->mLock);
  580. mProperties = getCore()->mSyncedProperties;
  581. }
  582. }