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