BsD3D11RenderWindow.cpp 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735
  1. #include "BsD3D11RenderWindow.h"
  2. #include "BsCoreThread.h"
  3. #include "Win32/BsWin32Platform.h"
  4. #include "BsD3D11RenderAPI.h"
  5. #include "BsD3D11Device.h"
  6. #include "BsD3D11RenderTexture.h"
  7. #include "BsD3D11TextureView.h"
  8. #include "BsTextureManager.h"
  9. #include "BsD3D11DriverList.h"
  10. #include "BsD3D11Driver.h"
  11. #include "BsD3D11VideoModeInfo.h"
  12. #include "BsRenderStats.h"
  13. #include "BsInput.h"
  14. #include "BsException.h"
  15. #include "BsRenderWindowManager.h"
  16. #include "Win32/BsWin32Window.h"
  17. namespace BansheeEngine
  18. {
  19. D3D11RenderWindowProperties::D3D11RenderWindowProperties(const RENDER_WINDOW_DESC& desc)
  20. :RenderWindowProperties(desc)
  21. { }
  22. D3D11RenderWindowCore::D3D11RenderWindowCore(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  23. : RenderWindowCore(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  24. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  25. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  26. { }
  27. D3D11RenderWindowCore::~D3D11RenderWindowCore()
  28. {
  29. D3D11RenderWindowProperties& props = mProperties;
  30. props.mActive = false;
  31. SAFE_RELEASE(mSwapChain);
  32. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  33. if (mWindow != nullptr)
  34. {
  35. bs_delete(mWindow);
  36. mWindow = nullptr;
  37. }
  38. if (mDepthStencilView != nullptr)
  39. {
  40. TextureCore::releaseView(mDepthStencilView);
  41. mDepthStencilView = nullptr;
  42. }
  43. destroySizeDependedD3DResources();
  44. }
  45. void D3D11RenderWindowCore::initialize()
  46. {
  47. RenderWindowCore::initialize();
  48. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  49. D3D11RenderWindowProperties& props = mProperties;
  50. mMultisampleType.Count = 1;
  51. mMultisampleType.Quality = 0;
  52. WINDOW_DESC windowDesc;
  53. windowDesc.border = mDesc.border;
  54. windowDesc.enableDoubleClick = mDesc.enableDoubleClick;
  55. windowDesc.fullscreen = mDesc.fullscreen;
  56. windowDesc.width = mDesc.videoMode.getWidth();
  57. windowDesc.height = mDesc.videoMode.getHeight();
  58. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  59. windowDesc.left = mDesc.left;
  60. windowDesc.top = mDesc.top;
  61. windowDesc.outerDimensions = mDesc.outerDimensions;
  62. windowDesc.title = mDesc.title;
  63. windowDesc.toolWindow = mDesc.toolWindow;
  64. windowDesc.creationParams = this;
  65. NameValuePairList::const_iterator opt;
  66. opt = mDesc.platformSpecific.find("parentWindowHandle");
  67. if (opt != mDesc.platformSpecific.end())
  68. windowDesc.parent = (HWND)parseUnsignedInt(opt->second);
  69. opt = mDesc.platformSpecific.find("externalWindowHandle");
  70. if (opt != mDesc.platformSpecific.end())
  71. windowDesc.external = (HWND)parseUnsignedInt(opt->second);
  72. mIsChild = windowDesc.parent != 0;
  73. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  74. props.mColorDepth = 32;
  75. props.mActive = true;
  76. if (mDesc.videoMode.isCustom())
  77. {
  78. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  79. mRefreshRateDenominator = 1;
  80. }
  81. else
  82. {
  83. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  84. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  85. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  86. }
  87. const D3D11VideoOutputInfo* outputInfo = nullptr;
  88. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  89. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  90. if (numOutputs > 0)
  91. {
  92. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  93. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  94. DXGI_OUTPUT_DESC desc;
  95. outputInfo->getDXGIOutput()->GetDesc(&desc);
  96. windowDesc.monitor = desc.Monitor;
  97. }
  98. if (!windowDesc.external)
  99. {
  100. mShowOnSwap = mDesc.hideUntilSwap;
  101. props.mHidden = mDesc.hideUntilSwap;
  102. }
  103. mWindow = bs_new<Win32Window>(windowDesc);
  104. // TODO - Get window size and populate props
  105. props.mWidth = mWindow->getWidth();
  106. props.mHeight = mWindow->getHeight();
  107. props.mTop = mWindow->getTop();
  108. props.mLeft = mWindow->getLeft();
  109. createSwapChain();
  110. if (props.isFullScreen())
  111. {
  112. if (outputInfo != nullptr)
  113. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  114. else
  115. mSwapChain->SetFullscreenState(true, nullptr);
  116. }
  117. createSizeDependedD3DResources();
  118. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  119. {
  120. ScopedSpinLock lock(mLock);
  121. mSyncedProperties = props;
  122. }
  123. RenderWindowManager::instance().notifySyncDataDirty(this);
  124. }
  125. void D3D11RenderWindowCore::swapBuffers()
  126. {
  127. THROW_IF_NOT_CORE_THREAD;
  128. if (mShowOnSwap)
  129. setHidden(false);
  130. if(mDevice.getD3D11Device() != nullptr)
  131. {
  132. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  133. if( FAILED(hr) )
  134. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  135. }
  136. }
  137. void D3D11RenderWindowCore::move(INT32 top, INT32 left)
  138. {
  139. THROW_IF_NOT_CORE_THREAD;
  140. D3D11RenderWindowProperties& props = mProperties;
  141. if (!props.mIsFullScreen)
  142. {
  143. mWindow->move(top, left);
  144. props.mTop = mWindow->getTop();
  145. props.mLeft = mWindow->getLeft();
  146. {
  147. ScopedSpinLock lock(mLock);
  148. mSyncedProperties.mTop = props.mTop;
  149. mSyncedProperties.mLeft = props.mLeft;
  150. }
  151. RenderWindowManager::instance().notifySyncDataDirty(this);
  152. }
  153. }
  154. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  155. {
  156. THROW_IF_NOT_CORE_THREAD;
  157. D3D11RenderWindowProperties& props = mProperties;
  158. if (!props.mIsFullScreen)
  159. {
  160. mWindow->resize(width, height);
  161. props.mWidth = mWindow->getWidth();
  162. props.mHeight = mWindow->getHeight();
  163. {
  164. ScopedSpinLock lock(mLock);
  165. mSyncedProperties.mWidth = props.mWidth;
  166. mSyncedProperties.mHeight = props.mHeight;
  167. }
  168. RenderWindowManager::instance().notifySyncDataDirty(this);
  169. }
  170. }
  171. void D3D11RenderWindowCore::setActive(bool state)
  172. {
  173. THROW_IF_NOT_CORE_THREAD;
  174. D3D11RenderWindowProperties& props = mProperties;
  175. if (mSwapChain)
  176. {
  177. if (state)
  178. {
  179. ShowWindow(mWindow->getHWnd(), SW_RESTORE);
  180. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  181. }
  182. else
  183. {
  184. ShowWindow(mWindow->getHWnd(), SW_SHOWMINNOACTIVE);
  185. mSwapChain->SetFullscreenState(FALSE, nullptr);
  186. }
  187. }
  188. RenderWindowCore::setActive(state);
  189. }
  190. void D3D11RenderWindowCore::setHidden(bool hidden)
  191. {
  192. THROW_IF_NOT_CORE_THREAD;
  193. mShowOnSwap = false;
  194. mWindow->setHidden(hidden);
  195. RenderWindowCore::setHidden(hidden);
  196. }
  197. void D3D11RenderWindowCore::minimize()
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. mWindow->minimize();
  201. }
  202. void D3D11RenderWindowCore::maximize()
  203. {
  204. THROW_IF_NOT_CORE_THREAD;
  205. mWindow->maximize();
  206. }
  207. void D3D11RenderWindowCore::restore()
  208. {
  209. THROW_IF_NOT_CORE_THREAD;
  210. mWindow->restore();
  211. }
  212. void D3D11RenderWindowCore::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  213. {
  214. THROW_IF_NOT_CORE_THREAD;
  215. if (mIsChild)
  216. return;
  217. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  218. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  219. if (numOutputs == 0)
  220. return;
  221. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  222. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  223. DXGI_MODE_DESC modeDesc;
  224. ZeroMemory(&modeDesc, sizeof(modeDesc));
  225. modeDesc.Width = width;
  226. modeDesc.Height = height;
  227. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  228. modeDesc.RefreshRate.Denominator = 1;
  229. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  230. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  231. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  232. DXGI_MODE_DESC nearestMode;
  233. ZeroMemory(&nearestMode, sizeof(nearestMode));
  234. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  235. mProperties.mIsFullScreen = true;
  236. mProperties.mWidth = width;
  237. mProperties.mHeight = height;
  238. mSwapChain->ResizeTarget(&nearestMode);
  239. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  240. {
  241. ScopedSpinLock lock(mLock);
  242. mSyncedProperties.mTop = mProperties.mTop;
  243. mSyncedProperties.mLeft = mProperties.mLeft;
  244. mSyncedProperties.mWidth = mProperties.mWidth;
  245. mSyncedProperties.mHeight = mProperties.mHeight;
  246. }
  247. RenderWindowManager::instance().notifySyncDataDirty(this);
  248. RenderWindowManager::instance().notifyMovedOrResized(this);
  249. }
  250. void D3D11RenderWindowCore::setFullscreen(const VideoMode& mode)
  251. {
  252. THROW_IF_NOT_CORE_THREAD;
  253. if (mIsChild)
  254. return;
  255. if (mode.isCustom())
  256. {
  257. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  258. return;
  259. }
  260. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  261. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  262. if (numOutputs == 0)
  263. return;
  264. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  265. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  266. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  267. mProperties.mIsFullScreen = true;
  268. mProperties.mWidth = mode.getWidth();
  269. mProperties.mHeight = mode.getHeight();
  270. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  271. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  272. {
  273. ScopedSpinLock lock(mLock);
  274. mSyncedProperties.mTop = mProperties.mTop;
  275. mSyncedProperties.mLeft = mProperties.mLeft;
  276. mSyncedProperties.mWidth = mProperties.mWidth;
  277. mSyncedProperties.mHeight = mProperties.mHeight;
  278. }
  279. RenderWindowManager::instance().notifySyncDataDirty(this);
  280. RenderWindowManager::instance().notifyMovedOrResized(this);
  281. }
  282. void D3D11RenderWindowCore::setWindowed(UINT32 width, UINT32 height)
  283. {
  284. THROW_IF_NOT_CORE_THREAD;
  285. mProperties.mWidth = width;
  286. mProperties.mHeight = height;
  287. mProperties.mIsFullScreen = false;
  288. mSwapChainDesc.Windowed = true;
  289. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  290. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  291. mSwapChainDesc.BufferDesc.Width = width;
  292. mSwapChainDesc.BufferDesc.Height = height;
  293. DXGI_MODE_DESC modeDesc;
  294. ZeroMemory(&modeDesc, sizeof(modeDesc));
  295. modeDesc.Width = width;
  296. modeDesc.Height = height;
  297. modeDesc.RefreshRate.Numerator = 0;
  298. modeDesc.RefreshRate.Denominator = 0;
  299. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  300. mSwapChain->SetFullscreenState(false, nullptr);
  301. mSwapChain->ResizeTarget(&modeDesc);
  302. {
  303. ScopedSpinLock lock(mLock);
  304. mSyncedProperties.mTop = mProperties.mTop;
  305. mSyncedProperties.mLeft = mProperties.mLeft;
  306. mSyncedProperties.mWidth = mProperties.mWidth;
  307. mSyncedProperties.mHeight = mProperties.mHeight;
  308. }
  309. RenderWindowManager::instance().notifySyncDataDirty(this);
  310. RenderWindowManager::instance().notifyMovedOrResized(this);
  311. }
  312. HWND D3D11RenderWindowCore::_getWindowHandle() const
  313. {
  314. return mWindow->getHWnd();
  315. }
  316. void D3D11RenderWindowCore::getCustomAttribute(const String& name, void* pData) const
  317. {
  318. if(name == "WINDOW")
  319. {
  320. UINT64 *pWnd = (UINT64*)pData;
  321. *pWnd = (UINT64)mWindow->getHWnd();
  322. return;
  323. }
  324. if(name == "RTV")
  325. {
  326. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  327. return;
  328. }
  329. else if(name == "DSV")
  330. {
  331. if (mDepthStencilView != nullptr)
  332. {
  333. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  334. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV();
  335. }
  336. else
  337. {
  338. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  339. }
  340. return;
  341. }
  342. RenderWindowCore::getCustomAttribute(name, pData);
  343. }
  344. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. if(mBackBuffer == nullptr)
  348. return;
  349. // Get the backbuffer desc
  350. D3D11_TEXTURE2D_DESC BBDesc;
  351. mBackBuffer->GetDesc(&BBDesc);
  352. ID3D11Texture2D* backbuffer = nullptr;
  353. if(BBDesc.SampleDesc.Quality > 0)
  354. {
  355. D3D11_TEXTURE2D_DESC desc = BBDesc;
  356. desc.Usage = D3D11_USAGE_DEFAULT;
  357. desc.CPUAccessFlags = 0;
  358. desc.BindFlags = 0;
  359. desc.SampleDesc.Quality = 0;
  360. desc.SampleDesc.Count = 1;
  361. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  362. if (FAILED(hr) || mDevice.hasError())
  363. {
  364. String errorDescription = mDevice.getErrorDescription();
  365. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  366. }
  367. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  368. }
  369. // Change the parameters of the texture so we can read it
  370. BBDesc.Usage = D3D11_USAGE_STAGING;
  371. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  372. BBDesc.BindFlags = 0;
  373. BBDesc.SampleDesc.Quality = 0;
  374. BBDesc.SampleDesc.Count = 1;
  375. // Create a temp buffer to copy to
  376. ID3D11Texture2D* tempTexture;
  377. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  378. if (FAILED(hr) || mDevice.hasError())
  379. {
  380. String errorDescription = mDevice.getErrorDescription();
  381. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  382. }
  383. // Copy the back buffer
  384. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  385. // Map the copied texture
  386. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  387. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  388. // Copy the the texture to the dest
  389. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  390. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  391. PixelUtil::bulkPixelConversion(src, dst);
  392. // Unmap the temp buffer
  393. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  394. // Release the temp buffer
  395. SAFE_RELEASE(tempTexture);
  396. SAFE_RELEASE(backbuffer);
  397. }
  398. void D3D11RenderWindowCore::_windowMovedOrResized()
  399. {
  400. THROW_IF_NOT_CORE_THREAD;
  401. if (!mWindow)
  402. return;
  403. D3D11RenderWindowProperties& props = mProperties;
  404. mWindow->_windowMovedOrResized();
  405. props.mTop = mWindow->getTop();
  406. props.mLeft = mWindow->getLeft();
  407. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  408. RenderWindowCore::_windowMovedOrResized();
  409. }
  410. void D3D11RenderWindowCore::createSwapChain()
  411. {
  412. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  413. D3D11RenderWindowProperties& props = mProperties;
  414. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  415. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  416. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  417. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  418. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  419. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  420. mSwapChainDesc.BufferDesc.Format = format;
  421. if (props.mIsFullScreen)
  422. {
  423. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  424. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  425. }
  426. else
  427. {
  428. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  429. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  430. }
  431. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  432. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  433. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  434. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  435. mSwapChainDesc.BufferCount = 1;
  436. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  437. mSwapChainDesc.Windowed = true;
  438. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  439. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  440. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  441. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  442. HRESULT hr;
  443. // Create swap chain
  444. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  445. if (FAILED(hr))
  446. {
  447. // Try a second time, may fail the first time due to back buffer count,
  448. // which will be corrected by the runtime
  449. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  450. }
  451. SAFE_RELEASE(pDXGIDevice);
  452. if (FAILED(hr))
  453. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  454. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  455. }
  456. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  457. {
  458. SAFE_RELEASE(mBackBuffer);
  459. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  460. if(FAILED(hr))
  461. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  462. assert(mBackBuffer && !mRenderTargetView);
  463. D3D11_TEXTURE2D_DESC BBDesc;
  464. mBackBuffer->GetDesc(&BBDesc);
  465. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  466. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  467. RTVDesc.Format = BBDesc.Format;
  468. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  469. RTVDesc.Texture2D.MipSlice = 0;
  470. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  471. if(FAILED(hr))
  472. {
  473. String errorDescription = mDevice.getErrorDescription();
  474. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  475. }
  476. if (mDepthStencilView != nullptr)
  477. {
  478. TextureCore::releaseView(mDepthStencilView);
  479. mDepthStencilView = nullptr;
  480. }
  481. if (mDesc.depthBuffer)
  482. {
  483. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  484. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  485. getProperties().getMultisampleCount());
  486. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  487. }
  488. else
  489. mDepthStencilBuffer = nullptr;
  490. }
  491. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  492. {
  493. SAFE_RELEASE(mBackBuffer);
  494. SAFE_RELEASE(mRenderTargetView);
  495. mDepthStencilBuffer = nullptr;
  496. }
  497. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  498. {
  499. destroySizeDependedD3DResources();
  500. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  501. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  502. if(hr != S_OK)
  503. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  504. mSwapChain->GetDesc(&mSwapChainDesc);
  505. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  506. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  507. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  508. createSizeDependedD3DResources();
  509. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  510. }
  511. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  512. {
  513. if (mDevice.getD3D11Device() == nullptr)
  514. {
  515. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  516. }
  517. IDXGIDevice* pDXGIDevice = nullptr;
  518. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  519. if(FAILED(hr))
  520. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  521. return pDXGIDevice;
  522. }
  523. void D3D11RenderWindowCore::syncProperties()
  524. {
  525. ScopedSpinLock lock(mLock);
  526. mProperties = mSyncedProperties;
  527. }
  528. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  529. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  530. {
  531. }
  532. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  533. {
  534. if (name == "WINDOW")
  535. {
  536. UINT64 *pHwnd = (UINT64*)pData;
  537. *pHwnd = (UINT64)getHWnd();
  538. return;
  539. }
  540. }
  541. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  542. {
  543. POINT pos;
  544. pos.x = screenPos.x;
  545. pos.y = screenPos.y;
  546. ScreenToClient(getHWnd(), &pos);
  547. return Vector2I(pos.x, pos.y);
  548. }
  549. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  550. {
  551. POINT pos;
  552. pos.x = windowPos.x;
  553. pos.y = windowPos.y;
  554. ClientToScreen(getHWnd(), &pos);
  555. return Vector2I(pos.x, pos.y);
  556. }
  557. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  558. {
  559. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  560. }
  561. HWND D3D11RenderWindow::getHWnd() const
  562. {
  563. // HACK: I'm accessing core method from sim thread, which means an invalid handle
  564. // could be returned here if requested too soon after initialization.
  565. return getCore()->_getWindowHandle();
  566. }
  567. void D3D11RenderWindow::syncProperties()
  568. {
  569. ScopedSpinLock lock(getCore()->mLock);
  570. mProperties = getCore()->mSyncedProperties;
  571. }
  572. }