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 "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 "BsTextureManager.h"
  11. #include "BsD3D11DriverList.h"
  12. #include "BsD3D11Driver.h"
  13. #include "BsD3D11VideoModeInfo.h"
  14. #include "BsRenderStats.h"
  15. #include "BsInput.h"
  16. #include "BsException.h"
  17. #include "BsRenderWindowManager.h"
  18. #include "Win32/BsWin32Window.h"
  19. namespace BansheeEngine
  20. {
  21. D3D11RenderWindowProperties::D3D11RenderWindowProperties(const RENDER_WINDOW_DESC& desc)
  22. :RenderWindowProperties(desc)
  23. { }
  24. D3D11RenderWindowCore::D3D11RenderWindowCore(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  25. : RenderWindowCore(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  26. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  27. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  28. { }
  29. D3D11RenderWindowCore::~D3D11RenderWindowCore()
  30. {
  31. D3D11RenderWindowProperties& props = mProperties;
  32. props.mActive = false;
  33. if (props.isFullScreen())
  34. mSwapChain->SetFullscreenState(false, nullptr);
  35. SAFE_RELEASE(mSwapChain);
  36. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  37. if (mWindow != nullptr)
  38. {
  39. bs_delete(mWindow);
  40. mWindow = nullptr;
  41. }
  42. if (mDepthStencilView != nullptr)
  43. TextureCore::releaseView(mDepthStencilView);
  44. destroySizeDependedD3DResources();
  45. }
  46. void D3D11RenderWindowCore::initialize()
  47. {
  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. windowDesc.modal = mDesc.modal;
  66. windowDesc.wndProc = &Win32Platform::_win32WndProc;
  67. #ifdef BS_STATIC_LIB
  68. windowDesc.module = GetModuleHandle(NULL);
  69. #else
  70. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  71. #endif
  72. NameValuePairList::const_iterator opt;
  73. opt = mDesc.platformSpecific.find("parentWindowHandle");
  74. if (opt != mDesc.platformSpecific.end())
  75. windowDesc.parent = (HWND)parseUINT64(opt->second);
  76. opt = mDesc.platformSpecific.find("externalWindowHandle");
  77. if (opt != mDesc.platformSpecific.end())
  78. windowDesc.external = (HWND)parseUINT64(opt->second);
  79. mIsChild = windowDesc.parent != nullptr;
  80. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  81. props.mColorDepth = 32;
  82. props.mActive = true;
  83. if (mDesc.videoMode.isCustom())
  84. {
  85. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  86. mRefreshRateDenominator = 1;
  87. }
  88. else
  89. {
  90. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  91. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  92. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  93. }
  94. const D3D11VideoOutputInfo* outputInfo = nullptr;
  95. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  96. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  97. if (numOutputs > 0)
  98. {
  99. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  100. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  101. DXGI_OUTPUT_DESC desc;
  102. outputInfo->getDXGIOutput()->GetDesc(&desc);
  103. windowDesc.monitor = desc.Monitor;
  104. }
  105. if (!windowDesc.external)
  106. {
  107. mShowOnSwap = mDesc.hideUntilSwap;
  108. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  109. }
  110. mWindow = bs_new<Win32Window>(windowDesc);
  111. props.mWidth = mWindow->getWidth();
  112. props.mHeight = mWindow->getHeight();
  113. props.mTop = mWindow->getTop();
  114. props.mLeft = mWindow->getLeft();
  115. createSwapChain();
  116. if (props.isFullScreen())
  117. {
  118. if (outputInfo != nullptr)
  119. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  120. else
  121. mSwapChain->SetFullscreenState(true, nullptr);
  122. }
  123. createSizeDependedD3DResources();
  124. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  125. {
  126. ScopedSpinLock lock(mLock);
  127. mSyncedProperties = props;
  128. }
  129. RenderWindowManager::instance().notifySyncDataDirty(this);
  130. RenderWindowCore::initialize();
  131. }
  132. void D3D11RenderWindowCore::swapBuffers()
  133. {
  134. THROW_IF_NOT_CORE_THREAD;
  135. if (mShowOnSwap)
  136. setHidden(false);
  137. if(mDevice.getD3D11Device() != nullptr)
  138. {
  139. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  140. if( FAILED(hr) )
  141. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  142. }
  143. }
  144. void D3D11RenderWindowCore::move(INT32 left, INT32 top)
  145. {
  146. THROW_IF_NOT_CORE_THREAD;
  147. D3D11RenderWindowProperties& props = mProperties;
  148. if (!props.mIsFullScreen)
  149. {
  150. mWindow->move(left, top);
  151. props.mTop = mWindow->getTop();
  152. props.mLeft = mWindow->getLeft();
  153. {
  154. ScopedSpinLock lock(mLock);
  155. mSyncedProperties.mTop = props.mTop;
  156. mSyncedProperties.mLeft = props.mLeft;
  157. }
  158. RenderWindowManager::instance().notifySyncDataDirty(this);
  159. }
  160. }
  161. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  162. {
  163. THROW_IF_NOT_CORE_THREAD;
  164. D3D11RenderWindowProperties& props = mProperties;
  165. if (!props.mIsFullScreen)
  166. {
  167. mWindow->resize(width, height);
  168. props.mWidth = mWindow->getWidth();
  169. props.mHeight = mWindow->getHeight();
  170. {
  171. ScopedSpinLock lock(mLock);
  172. mSyncedProperties.mWidth = props.mWidth;
  173. mSyncedProperties.mHeight = props.mHeight;
  174. }
  175. RenderWindowManager::instance().notifySyncDataDirty(this);
  176. }
  177. }
  178. void D3D11RenderWindowCore::setActive(bool state)
  179. {
  180. THROW_IF_NOT_CORE_THREAD;
  181. D3D11RenderWindowProperties& props = mProperties;
  182. mWindow->setActive(state);
  183. if (mSwapChain)
  184. {
  185. if (state)
  186. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  187. else
  188. mSwapChain->SetFullscreenState(FALSE, nullptr);
  189. }
  190. RenderWindowCore::setActive(state);
  191. }
  192. void D3D11RenderWindowCore::setHidden(bool hidden)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. mShowOnSwap = false;
  196. mWindow->setHidden(hidden);
  197. RenderWindowCore::setHidden(hidden);
  198. }
  199. void D3D11RenderWindowCore::minimize()
  200. {
  201. THROW_IF_NOT_CORE_THREAD;
  202. mWindow->minimize();
  203. }
  204. void D3D11RenderWindowCore::maximize()
  205. {
  206. THROW_IF_NOT_CORE_THREAD;
  207. mWindow->maximize();
  208. }
  209. void D3D11RenderWindowCore::restore()
  210. {
  211. THROW_IF_NOT_CORE_THREAD;
  212. mWindow->restore();
  213. }
  214. void D3D11RenderWindowCore::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  215. {
  216. THROW_IF_NOT_CORE_THREAD;
  217. if (mIsChild)
  218. return;
  219. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  220. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  221. if (numOutputs == 0)
  222. return;
  223. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  224. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  225. DXGI_MODE_DESC modeDesc;
  226. ZeroMemory(&modeDesc, sizeof(modeDesc));
  227. modeDesc.Width = width;
  228. modeDesc.Height = height;
  229. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  230. modeDesc.RefreshRate.Denominator = 1;
  231. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  232. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  233. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  234. DXGI_MODE_DESC nearestMode;
  235. ZeroMemory(&nearestMode, sizeof(nearestMode));
  236. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  237. mProperties.mIsFullScreen = true;
  238. mProperties.mWidth = width;
  239. mProperties.mHeight = height;
  240. mSwapChain->ResizeTarget(&nearestMode);
  241. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  242. {
  243. ScopedSpinLock lock(mLock);
  244. mSyncedProperties.mTop = mProperties.mTop;
  245. mSyncedProperties.mLeft = mProperties.mLeft;
  246. mSyncedProperties.mWidth = mProperties.mWidth;
  247. mSyncedProperties.mHeight = mProperties.mHeight;
  248. }
  249. RenderWindowManager::instance().notifySyncDataDirty(this);
  250. RenderWindowManager::instance().notifyMovedOrResized(this);
  251. }
  252. void D3D11RenderWindowCore::setFullscreen(const VideoMode& mode)
  253. {
  254. THROW_IF_NOT_CORE_THREAD;
  255. if (mIsChild)
  256. return;
  257. if (mode.isCustom())
  258. {
  259. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  260. return;
  261. }
  262. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  263. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  264. if (numOutputs == 0)
  265. return;
  266. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  267. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  268. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  269. mProperties.mIsFullScreen = true;
  270. mProperties.mWidth = mode.getWidth();
  271. mProperties.mHeight = mode.getHeight();
  272. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  273. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  274. {
  275. ScopedSpinLock lock(mLock);
  276. mSyncedProperties.mTop = mProperties.mTop;
  277. mSyncedProperties.mLeft = mProperties.mLeft;
  278. mSyncedProperties.mWidth = mProperties.mWidth;
  279. mSyncedProperties.mHeight = mProperties.mHeight;
  280. }
  281. RenderWindowManager::instance().notifySyncDataDirty(this);
  282. RenderWindowManager::instance().notifyMovedOrResized(this);
  283. }
  284. void D3D11RenderWindowCore::setWindowed(UINT32 width, UINT32 height)
  285. {
  286. THROW_IF_NOT_CORE_THREAD;
  287. mProperties.mWidth = width;
  288. mProperties.mHeight = height;
  289. mProperties.mIsFullScreen = false;
  290. mSwapChainDesc.Windowed = true;
  291. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  292. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  293. mSwapChainDesc.BufferDesc.Width = width;
  294. mSwapChainDesc.BufferDesc.Height = height;
  295. DXGI_MODE_DESC modeDesc;
  296. ZeroMemory(&modeDesc, sizeof(modeDesc));
  297. modeDesc.Width = width;
  298. modeDesc.Height = height;
  299. modeDesc.RefreshRate.Numerator = 0;
  300. modeDesc.RefreshRate.Denominator = 0;
  301. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  302. mSwapChain->SetFullscreenState(false, nullptr);
  303. mSwapChain->ResizeTarget(&modeDesc);
  304. {
  305. ScopedSpinLock lock(mLock);
  306. mSyncedProperties.mTop = mProperties.mTop;
  307. mSyncedProperties.mLeft = mProperties.mLeft;
  308. mSyncedProperties.mWidth = mProperties.mWidth;
  309. mSyncedProperties.mHeight = mProperties.mHeight;
  310. }
  311. RenderWindowManager::instance().notifySyncDataDirty(this);
  312. RenderWindowManager::instance().notifyMovedOrResized(this);
  313. }
  314. HWND D3D11RenderWindowCore::_getWindowHandle() const
  315. {
  316. return mWindow->getHWnd();
  317. }
  318. void D3D11RenderWindowCore::getCustomAttribute(const String& name, void* pData) const
  319. {
  320. if(name == "WINDOW")
  321. {
  322. UINT64 *pWnd = (UINT64*)pData;
  323. *pWnd = (UINT64)mWindow->getHWnd();
  324. return;
  325. }
  326. if(name == "RTV")
  327. {
  328. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  329. return;
  330. }
  331. else if(name == "DSV")
  332. {
  333. if (mDepthStencilView != nullptr)
  334. {
  335. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  336. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false);
  337. }
  338. else
  339. {
  340. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  341. }
  342. return;
  343. }
  344. else if (name == "RODSV")
  345. {
  346. if (mDepthStencilView != nullptr)
  347. {
  348. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  349. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true);
  350. }
  351. else
  352. {
  353. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  354. }
  355. return;
  356. }
  357. RenderWindowCore::getCustomAttribute(name, pData);
  358. }
  359. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  360. {
  361. THROW_IF_NOT_CORE_THREAD;
  362. if(mBackBuffer == nullptr)
  363. return;
  364. // Get the backbuffer desc
  365. D3D11_TEXTURE2D_DESC BBDesc;
  366. mBackBuffer->GetDesc(&BBDesc);
  367. ID3D11Texture2D* backbuffer = nullptr;
  368. if(BBDesc.SampleDesc.Quality > 0)
  369. {
  370. D3D11_TEXTURE2D_DESC desc = BBDesc;
  371. desc.Usage = D3D11_USAGE_DEFAULT;
  372. desc.CPUAccessFlags = 0;
  373. desc.BindFlags = 0;
  374. desc.SampleDesc.Quality = 0;
  375. desc.SampleDesc.Count = 1;
  376. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  377. if (FAILED(hr) || mDevice.hasError())
  378. {
  379. String errorDescription = mDevice.getErrorDescription();
  380. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  381. }
  382. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  383. }
  384. // Change the parameters of the texture so we can read it
  385. BBDesc.Usage = D3D11_USAGE_STAGING;
  386. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  387. BBDesc.BindFlags = 0;
  388. BBDesc.SampleDesc.Quality = 0;
  389. BBDesc.SampleDesc.Count = 1;
  390. // Create a temp buffer to copy to
  391. ID3D11Texture2D* tempTexture;
  392. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  393. if (FAILED(hr) || mDevice.hasError())
  394. {
  395. String errorDescription = mDevice.getErrorDescription();
  396. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  397. }
  398. // Copy the back buffer
  399. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  400. // Map the copied texture
  401. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  402. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  403. // Copy the the texture to the dest
  404. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  405. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  406. PixelUtil::bulkPixelConversion(src, dst);
  407. // Unmap the temp buffer
  408. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  409. // Release the temp buffer
  410. SAFE_RELEASE(tempTexture);
  411. SAFE_RELEASE(backbuffer);
  412. }
  413. void D3D11RenderWindowCore::_windowMovedOrResized()
  414. {
  415. THROW_IF_NOT_CORE_THREAD;
  416. if (!mWindow)
  417. return;
  418. mWindow->_windowMovedOrResized();
  419. D3D11RenderWindowProperties& props = mProperties;
  420. if (props.isFullScreen()) // Fullscreen is handled directly by this object
  421. {
  422. resizeSwapChainBuffers(props.getWidth(), props.getHeight());
  423. }
  424. else
  425. {
  426. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  427. props.mWidth = mWindow->getWidth();
  428. props.mHeight = mWindow->getHeight();
  429. props.mTop = mWindow->getTop();
  430. props.mLeft = mWindow->getLeft();
  431. }
  432. RenderWindowCore::_windowMovedOrResized();
  433. }
  434. void D3D11RenderWindowCore::createSwapChain()
  435. {
  436. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  437. D3D11RenderWindowProperties& props = mProperties;
  438. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  439. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  440. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  441. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  442. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  443. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  444. mSwapChainDesc.BufferDesc.Format = format;
  445. if (props.mIsFullScreen)
  446. {
  447. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  448. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  449. }
  450. else
  451. {
  452. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  453. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  454. }
  455. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  456. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  457. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  458. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  459. mSwapChainDesc.BufferCount = 1;
  460. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  461. mSwapChainDesc.Windowed = true;
  462. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  463. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  464. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  465. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  466. HRESULT hr;
  467. // Create swap chain
  468. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  469. if (FAILED(hr))
  470. {
  471. // Try a second time, may fail the first time due to back buffer count,
  472. // which will be corrected by the runtime
  473. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  474. }
  475. SAFE_RELEASE(pDXGIDevice);
  476. if (FAILED(hr))
  477. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  478. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  479. }
  480. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  481. {
  482. SAFE_RELEASE(mBackBuffer);
  483. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  484. if(FAILED(hr))
  485. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  486. assert(mBackBuffer && !mRenderTargetView);
  487. D3D11_TEXTURE2D_DESC BBDesc;
  488. mBackBuffer->GetDesc(&BBDesc);
  489. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  490. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  491. RTVDesc.Format = BBDesc.Format;
  492. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  493. RTVDesc.Texture2D.MipSlice = 0;
  494. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  495. if(FAILED(hr))
  496. {
  497. String errorDescription = mDevice.getErrorDescription();
  498. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  499. }
  500. if (mDepthStencilView != nullptr)
  501. {
  502. TextureCore::releaseView(mDepthStencilView);
  503. mDepthStencilView = nullptr;
  504. }
  505. if (mDesc.depthBuffer)
  506. {
  507. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  508. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  509. getProperties().getMultisampleCount());
  510. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  511. }
  512. else
  513. mDepthStencilBuffer = nullptr;
  514. }
  515. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  516. {
  517. SAFE_RELEASE(mBackBuffer);
  518. SAFE_RELEASE(mRenderTargetView);
  519. mDepthStencilBuffer = nullptr;
  520. }
  521. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  522. {
  523. destroySizeDependedD3DResources();
  524. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  525. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  526. if(hr != S_OK)
  527. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  528. mSwapChain->GetDesc(&mSwapChainDesc);
  529. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  530. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  531. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  532. createSizeDependedD3DResources();
  533. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  534. }
  535. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  536. {
  537. if (mDevice.getD3D11Device() == nullptr)
  538. {
  539. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  540. }
  541. IDXGIDevice* pDXGIDevice = nullptr;
  542. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  543. if(FAILED(hr))
  544. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  545. return pDXGIDevice;
  546. }
  547. void D3D11RenderWindowCore::syncProperties()
  548. {
  549. ScopedSpinLock lock(mLock);
  550. mProperties = mSyncedProperties;
  551. }
  552. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  553. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  554. {
  555. }
  556. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  557. {
  558. if (name == "WINDOW")
  559. {
  560. UINT64 *pHwnd = (UINT64*)pData;
  561. *pHwnd = (UINT64)getHWnd();
  562. return;
  563. }
  564. }
  565. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  566. {
  567. POINT pos;
  568. pos.x = screenPos.x;
  569. pos.y = screenPos.y;
  570. ScreenToClient(getHWnd(), &pos);
  571. return Vector2I(pos.x, pos.y);
  572. }
  573. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  574. {
  575. POINT pos;
  576. pos.x = windowPos.x;
  577. pos.y = windowPos.y;
  578. ClientToScreen(getHWnd(), &pos);
  579. return Vector2I(pos.x, pos.y);
  580. }
  581. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  582. {
  583. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  584. }
  585. HWND D3D11RenderWindow::getHWnd() const
  586. {
  587. blockUntilCoreInitialized();
  588. return getCore()->_getWindowHandle();
  589. }
  590. void D3D11RenderWindow::syncProperties()
  591. {
  592. ScopedSpinLock lock(getCore()->mLock);
  593. mProperties = getCore()->mSyncedProperties;
  594. }
  595. }