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