BsD3D11RenderWindow.cpp 22 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderWindow.h"
  4. #include "CoreThread/BsCoreThread.h"
  5. #include "Win32/BsWin32Platform.h"
  6. #include "BsD3D11RenderAPI.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11RenderTexture.h"
  9. #include "BsD3D11TextureView.h"
  10. #include "Managers/BsTextureManager.h"
  11. #include "BsD3D11DriverList.h"
  12. #include "BsD3D11Driver.h"
  13. #include "BsD3D11VideoModeInfo.h"
  14. #include "Profiling/BsRenderStats.h"
  15. #include "Input/BsInput.h"
  16. #include "Error/BsException.h"
  17. #include "Managers/BsRenderWindowManager.h"
  18. #include "Math/BsMath.h"
  19. #include "Win32/BsWin32Window.h"
  20. namespace bs
  21. {
  22. D3D11RenderWindowProperties::D3D11RenderWindowProperties(const RENDER_WINDOW_DESC& desc)
  23. :RenderWindowProperties(desc)
  24. { }
  25. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, ct::D3D11Device& device,
  26. IDXGIFactory* DXGIFactory)
  27. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  28. {
  29. }
  30. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  31. {
  32. if (name == "WINDOW")
  33. {
  34. UINT64 *pHwnd = (UINT64*)pData;
  35. *pHwnd = (UINT64)getHWnd();
  36. return;
  37. }
  38. }
  39. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  40. {
  41. POINT pos;
  42. pos.x = screenPos.x;
  43. pos.y = screenPos.y;
  44. ScreenToClient(getHWnd(), &pos);
  45. return Vector2I(pos.x, pos.y);
  46. }
  47. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  48. {
  49. POINT pos;
  50. pos.x = windowPos.x;
  51. pos.y = windowPos.y;
  52. ClientToScreen(getHWnd(), &pos);
  53. return Vector2I(pos.x, pos.y);
  54. }
  55. SPtr<ct::D3D11RenderWindow> D3D11RenderWindow::getCore() const
  56. {
  57. return std::static_pointer_cast<ct::D3D11RenderWindow>(mCoreSpecific);
  58. }
  59. HWND D3D11RenderWindow::getHWnd() const
  60. {
  61. blockUntilCoreInitialized();
  62. return getCore()->_getWindowHandle();
  63. }
  64. void D3D11RenderWindow::syncProperties()
  65. {
  66. ScopedSpinLock lock(getCore()->mLock);
  67. mProperties = getCore()->mSyncedProperties;
  68. }
  69. namespace ct
  70. {
  71. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  72. : RenderWindow(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  73. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  74. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  75. { }
  76. D3D11RenderWindow::~D3D11RenderWindow()
  77. {
  78. D3D11RenderWindowProperties& props = mProperties;
  79. props.mActive = false;
  80. if (props.isFullScreen())
  81. mSwapChain->SetFullscreenState(false, nullptr);
  82. SAFE_RELEASE(mSwapChain);
  83. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  84. if (mWindow != nullptr)
  85. {
  86. bs_delete(mWindow);
  87. mWindow = nullptr;
  88. }
  89. destroySizeDependedD3DResources();
  90. }
  91. void D3D11RenderWindow::initialize()
  92. {
  93. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  94. D3D11RenderWindowProperties& props = mProperties;
  95. mMultisampleType.Count = 1;
  96. mMultisampleType.Quality = 0;
  97. WINDOW_DESC windowDesc;
  98. windowDesc.border = mDesc.border;
  99. windowDesc.enableDoubleClick = mDesc.enableDoubleClick;
  100. windowDesc.fullscreen = mDesc.fullscreen;
  101. windowDesc.width = mDesc.videoMode.getWidth();
  102. windowDesc.height = mDesc.videoMode.getHeight();
  103. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  104. windowDesc.left = mDesc.left;
  105. windowDesc.top = mDesc.top;
  106. windowDesc.outerDimensions = mDesc.outerDimensions;
  107. windowDesc.title = mDesc.title;
  108. windowDesc.toolWindow = mDesc.toolWindow;
  109. windowDesc.creationParams = this;
  110. windowDesc.modal = mDesc.modal;
  111. windowDesc.wndProc = &Win32Platform::_win32WndProc;
  112. #ifdef BS_STATIC_LIB
  113. windowDesc.module = GetModuleHandle(NULL);
  114. #else
  115. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  116. #endif
  117. NameValuePairList::const_iterator opt;
  118. opt = mDesc.platformSpecific.find("parentWindowHandle");
  119. if (opt != mDesc.platformSpecific.end())
  120. windowDesc.parent = (HWND)parseUINT64(opt->second);
  121. opt = mDesc.platformSpecific.find("externalWindowHandle");
  122. if (opt != mDesc.platformSpecific.end())
  123. windowDesc.external = (HWND)parseUINT64(opt->second);
  124. mIsChild = windowDesc.parent != nullptr;
  125. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  126. props.mColorDepth = 32;
  127. props.mActive = true;
  128. if (mDesc.videoMode.isCustom())
  129. {
  130. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  131. mRefreshRateDenominator = 1;
  132. }
  133. else
  134. {
  135. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  136. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  137. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  138. }
  139. const D3D11VideoOutputInfo* outputInfo = nullptr;
  140. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  141. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  142. if (numOutputs > 0)
  143. {
  144. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  145. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  146. DXGI_OUTPUT_DESC desc;
  147. outputInfo->getDXGIOutput()->GetDesc(&desc);
  148. windowDesc.monitor = desc.Monitor;
  149. }
  150. if (!windowDesc.external)
  151. {
  152. mShowOnSwap = mDesc.hideUntilSwap;
  153. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  154. }
  155. mWindow = bs_new<Win32Window>(windowDesc);
  156. props.mWidth = mWindow->getWidth();
  157. props.mHeight = mWindow->getHeight();
  158. props.mTop = mWindow->getTop();
  159. props.mLeft = mWindow->getLeft();
  160. createSwapChain();
  161. if (props.isFullScreen())
  162. {
  163. if (outputInfo != nullptr)
  164. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  165. else
  166. mSwapChain->SetFullscreenState(true, nullptr);
  167. }
  168. createSizeDependedD3DResources();
  169. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  170. {
  171. ScopedSpinLock lock(mLock);
  172. mSyncedProperties = props;
  173. }
  174. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  175. RenderWindow::initialize();
  176. }
  177. void D3D11RenderWindow::swapBuffers(UINT32 syncMask)
  178. {
  179. THROW_IF_NOT_CORE_THREAD;
  180. if (mShowOnSwap)
  181. setHidden(false);
  182. if(mDevice.getD3D11Device() != nullptr)
  183. {
  184. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  185. if( FAILED(hr) )
  186. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  187. }
  188. }
  189. void D3D11RenderWindow::move(INT32 left, INT32 top)
  190. {
  191. THROW_IF_NOT_CORE_THREAD;
  192. D3D11RenderWindowProperties& props = mProperties;
  193. if (!props.mIsFullScreen)
  194. {
  195. mWindow->move(left, top);
  196. props.mTop = mWindow->getTop();
  197. props.mLeft = mWindow->getLeft();
  198. {
  199. ScopedSpinLock lock(mLock);
  200. mSyncedProperties.mTop = props.mTop;
  201. mSyncedProperties.mLeft = props.mLeft;
  202. }
  203. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  204. }
  205. }
  206. void D3D11RenderWindow::resize(UINT32 width, UINT32 height)
  207. {
  208. THROW_IF_NOT_CORE_THREAD;
  209. D3D11RenderWindowProperties& props = mProperties;
  210. if (!props.mIsFullScreen)
  211. {
  212. mWindow->resize(width, height);
  213. props.mWidth = mWindow->getWidth();
  214. props.mHeight = mWindow->getHeight();
  215. {
  216. ScopedSpinLock lock(mLock);
  217. mSyncedProperties.mWidth = props.mWidth;
  218. mSyncedProperties.mHeight = props.mHeight;
  219. }
  220. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  221. }
  222. }
  223. void D3D11RenderWindow::setActive(bool state)
  224. {
  225. THROW_IF_NOT_CORE_THREAD;
  226. D3D11RenderWindowProperties& props = mProperties;
  227. mWindow->setActive(state);
  228. if (mSwapChain)
  229. {
  230. if (state)
  231. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  232. else
  233. mSwapChain->SetFullscreenState(FALSE, nullptr);
  234. }
  235. RenderWindow::setActive(state);
  236. }
  237. void D3D11RenderWindow::setHidden(bool hidden)
  238. {
  239. THROW_IF_NOT_CORE_THREAD;
  240. mShowOnSwap = false;
  241. mWindow->setHidden(hidden);
  242. RenderWindow::setHidden(hidden);
  243. }
  244. void D3D11RenderWindow::minimize()
  245. {
  246. THROW_IF_NOT_CORE_THREAD;
  247. mWindow->minimize();
  248. }
  249. void D3D11RenderWindow::maximize()
  250. {
  251. THROW_IF_NOT_CORE_THREAD;
  252. mWindow->maximize();
  253. }
  254. void D3D11RenderWindow::restore()
  255. {
  256. THROW_IF_NOT_CORE_THREAD;
  257. mWindow->restore();
  258. }
  259. void D3D11RenderWindow::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  260. {
  261. THROW_IF_NOT_CORE_THREAD;
  262. if (mIsChild)
  263. return;
  264. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  265. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  266. if (numOutputs == 0)
  267. return;
  268. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  269. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  270. DXGI_MODE_DESC modeDesc;
  271. ZeroMemory(&modeDesc, sizeof(modeDesc));
  272. modeDesc.Width = width;
  273. modeDesc.Height = height;
  274. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  275. modeDesc.RefreshRate.Denominator = 1;
  276. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  277. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  278. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  279. DXGI_MODE_DESC nearestMode;
  280. ZeroMemory(&nearestMode, sizeof(nearestMode));
  281. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  282. mProperties.mIsFullScreen = true;
  283. mProperties.mWidth = width;
  284. mProperties.mHeight = height;
  285. mSwapChain->ResizeTarget(&nearestMode);
  286. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  287. {
  288. ScopedSpinLock lock(mLock);
  289. mSyncedProperties.mTop = mProperties.mTop;
  290. mSyncedProperties.mLeft = mProperties.mLeft;
  291. mSyncedProperties.mWidth = mProperties.mWidth;
  292. mSyncedProperties.mHeight = mProperties.mHeight;
  293. }
  294. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  295. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  296. }
  297. void D3D11RenderWindow::setFullscreen(const VideoMode& mode)
  298. {
  299. THROW_IF_NOT_CORE_THREAD;
  300. if (mIsChild)
  301. return;
  302. if (mode.isCustom())
  303. {
  304. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  305. return;
  306. }
  307. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  308. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  309. if (numOutputs == 0)
  310. return;
  311. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  312. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  313. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  314. mProperties.mIsFullScreen = true;
  315. mProperties.mWidth = mode.getWidth();
  316. mProperties.mHeight = mode.getHeight();
  317. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  318. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  319. {
  320. ScopedSpinLock lock(mLock);
  321. mSyncedProperties.mTop = mProperties.mTop;
  322. mSyncedProperties.mLeft = mProperties.mLeft;
  323. mSyncedProperties.mWidth = mProperties.mWidth;
  324. mSyncedProperties.mHeight = mProperties.mHeight;
  325. }
  326. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  327. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  328. }
  329. void D3D11RenderWindow::setWindowed(UINT32 width, UINT32 height)
  330. {
  331. THROW_IF_NOT_CORE_THREAD;
  332. mProperties.mWidth = width;
  333. mProperties.mHeight = height;
  334. mProperties.mIsFullScreen = false;
  335. mSwapChainDesc.Windowed = true;
  336. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  337. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  338. mSwapChainDesc.BufferDesc.Width = width;
  339. mSwapChainDesc.BufferDesc.Height = height;
  340. DXGI_MODE_DESC modeDesc;
  341. ZeroMemory(&modeDesc, sizeof(modeDesc));
  342. modeDesc.Width = width;
  343. modeDesc.Height = height;
  344. modeDesc.RefreshRate.Numerator = 0;
  345. modeDesc.RefreshRate.Denominator = 0;
  346. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  347. mSwapChain->SetFullscreenState(false, nullptr);
  348. mSwapChain->ResizeTarget(&modeDesc);
  349. {
  350. ScopedSpinLock lock(mLock);
  351. mSyncedProperties.mTop = mProperties.mTop;
  352. mSyncedProperties.mLeft = mProperties.mLeft;
  353. mSyncedProperties.mWidth = mProperties.mWidth;
  354. mSyncedProperties.mHeight = mProperties.mHeight;
  355. }
  356. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  357. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  358. }
  359. HWND D3D11RenderWindow::_getWindowHandle() const
  360. {
  361. return mWindow->getHWnd();
  362. }
  363. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  364. {
  365. if(name == "WINDOW")
  366. {
  367. UINT64 *pWnd = (UINT64*)pData;
  368. *pWnd = (UINT64)mWindow->getHWnd();
  369. return;
  370. }
  371. if(name == "RTV")
  372. {
  373. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  374. return;
  375. }
  376. else if(name == "DSV")
  377. {
  378. if (mDepthStencilView != nullptr)
  379. {
  380. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  381. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false, false);
  382. }
  383. else
  384. {
  385. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  386. }
  387. return;
  388. }
  389. else if (name == "RODSV")
  390. {
  391. if (mDepthStencilView != nullptr)
  392. {
  393. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  394. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true, true);
  395. }
  396. else
  397. {
  398. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  399. }
  400. return;
  401. }
  402. else if (name == "RODWSV")
  403. {
  404. if (mDepthStencilView != nullptr)
  405. {
  406. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  407. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true, false);
  408. }
  409. else
  410. {
  411. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  412. }
  413. return;
  414. }
  415. else if (name == "WDROSV")
  416. {
  417. if (mDepthStencilView != nullptr)
  418. {
  419. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  420. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false, true);
  421. }
  422. else
  423. {
  424. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  425. }
  426. return;
  427. }
  428. RenderWindow::getCustomAttribute(name, pData);
  429. }
  430. void D3D11RenderWindow::copyToMemory(PixelData &dst, FrameBuffer buffer)
  431. {
  432. THROW_IF_NOT_CORE_THREAD;
  433. if(mBackBuffer == nullptr)
  434. return;
  435. // Get the backbuffer desc
  436. D3D11_TEXTURE2D_DESC BBDesc;
  437. mBackBuffer->GetDesc(&BBDesc);
  438. ID3D11Texture2D* backbuffer = nullptr;
  439. if(BBDesc.SampleDesc.Quality > 0)
  440. {
  441. D3D11_TEXTURE2D_DESC desc = BBDesc;
  442. desc.Usage = D3D11_USAGE_DEFAULT;
  443. desc.CPUAccessFlags = 0;
  444. desc.BindFlags = 0;
  445. desc.SampleDesc.Quality = 0;
  446. desc.SampleDesc.Count = 1;
  447. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  448. if (FAILED(hr) || mDevice.hasError())
  449. {
  450. String errorDescription = mDevice.getErrorDescription();
  451. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  452. }
  453. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  454. }
  455. // Change the parameters of the texture so we can read it
  456. BBDesc.Usage = D3D11_USAGE_STAGING;
  457. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  458. BBDesc.BindFlags = 0;
  459. BBDesc.SampleDesc.Quality = 0;
  460. BBDesc.SampleDesc.Count = 1;
  461. // Create a temp buffer to copy to
  462. ID3D11Texture2D* tempTexture;
  463. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  464. if (FAILED(hr) || mDevice.hasError())
  465. {
  466. String errorDescription = mDevice.getErrorDescription();
  467. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  468. }
  469. // Copy the back buffer
  470. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  471. // Map the copied texture
  472. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  473. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  474. // Copy the the texture to the dest
  475. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_RGBA8);
  476. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  477. PixelUtil::bulkPixelConversion(src, dst);
  478. // Unmap the temp buffer
  479. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  480. // Release the temp buffer
  481. SAFE_RELEASE(tempTexture);
  482. SAFE_RELEASE(backbuffer);
  483. }
  484. void D3D11RenderWindow::_windowMovedOrResized()
  485. {
  486. THROW_IF_NOT_CORE_THREAD;
  487. if (!mWindow)
  488. return;
  489. mWindow->_windowMovedOrResized();
  490. D3D11RenderWindowProperties& props = mProperties;
  491. if (props.isFullScreen()) // Fullscreen is handled directly by this object
  492. {
  493. resizeSwapChainBuffers(props.getWidth(), props.getHeight());
  494. }
  495. else
  496. {
  497. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  498. props.mWidth = mWindow->getWidth();
  499. props.mHeight = mWindow->getHeight();
  500. props.mTop = mWindow->getTop();
  501. props.mLeft = mWindow->getLeft();
  502. }
  503. RenderWindow::_windowMovedOrResized();
  504. }
  505. void D3D11RenderWindow::createSwapChain()
  506. {
  507. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  508. D3D11RenderWindowProperties& props = mProperties;
  509. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  510. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  511. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  512. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  513. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  514. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  515. mSwapChainDesc.BufferDesc.Format = format;
  516. if (props.mIsFullScreen)
  517. {
  518. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  519. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  520. }
  521. else
  522. {
  523. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  524. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  525. }
  526. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  527. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  528. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  529. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  530. mSwapChainDesc.BufferCount = 1;
  531. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  532. mSwapChainDesc.Windowed = true;
  533. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPI::instancePtr());
  534. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  535. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  536. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  537. HRESULT hr;
  538. // Create swap chain
  539. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  540. if (FAILED(hr))
  541. {
  542. // Try a second time, may fail the first time due to back buffer count,
  543. // which will be corrected by the runtime
  544. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  545. }
  546. SAFE_RELEASE(pDXGIDevice);
  547. if (FAILED(hr))
  548. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain. Error code: " + toString(hr));
  549. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  550. }
  551. void D3D11RenderWindow::createSizeDependedD3DResources()
  552. {
  553. SAFE_RELEASE(mBackBuffer);
  554. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  555. if(FAILED(hr))
  556. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  557. assert(mBackBuffer && !mRenderTargetView);
  558. D3D11_TEXTURE2D_DESC BBDesc;
  559. mBackBuffer->GetDesc(&BBDesc);
  560. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  561. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  562. RTVDesc.Format = BBDesc.Format;
  563. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  564. RTVDesc.Texture2D.MipSlice = 0;
  565. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  566. if(FAILED(hr))
  567. {
  568. String errorDescription = mDevice.getErrorDescription();
  569. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  570. }
  571. mDepthStencilView = nullptr;
  572. if (mDesc.depthBuffer)
  573. {
  574. TEXTURE_DESC texDesc;
  575. texDesc.type = TEX_TYPE_2D;
  576. texDesc.width = BBDesc.Width;
  577. texDesc.height = BBDesc.Height;
  578. texDesc.format = PF_D32_S8X24;
  579. texDesc.usage = TU_DEPTHSTENCIL;
  580. texDesc.numSamples = getProperties().getMultisampleCount();
  581. mDepthStencilBuffer = Texture::create(texDesc);
  582. mDepthStencilView = mDepthStencilBuffer->requestView(0, 1, 0, 1, GVU_DEPTHSTENCIL);
  583. }
  584. else
  585. mDepthStencilBuffer = nullptr;
  586. }
  587. void D3D11RenderWindow::destroySizeDependedD3DResources()
  588. {
  589. SAFE_RELEASE(mBackBuffer);
  590. SAFE_RELEASE(mRenderTargetView);
  591. mDepthStencilBuffer = nullptr;
  592. }
  593. void D3D11RenderWindow::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  594. {
  595. destroySizeDependedD3DResources();
  596. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  597. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  598. if(hr != S_OK)
  599. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  600. mSwapChain->GetDesc(&mSwapChainDesc);
  601. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  602. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  603. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  604. createSizeDependedD3DResources();
  605. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  606. }
  607. IDXGIDevice* D3D11RenderWindow::queryDxgiDevice()
  608. {
  609. if (mDevice.getD3D11Device() == nullptr)
  610. {
  611. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  612. }
  613. IDXGIDevice* pDXGIDevice = nullptr;
  614. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  615. if(FAILED(hr))
  616. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  617. return pDXGIDevice;
  618. }
  619. void D3D11RenderWindow::syncProperties()
  620. {
  621. ScopedSpinLock lock(mLock);
  622. mProperties = mSyncedProperties;
  623. }
  624. }
  625. }