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 "BsMath.h"
  19. #include "Win32/BsWin32Window.h"
  20. namespace BansheeEngine
  21. {
  22. D3D11RenderWindowProperties::D3D11RenderWindowProperties(const RENDER_WINDOW_DESC& desc)
  23. :RenderWindowProperties(desc)
  24. { }
  25. D3D11RenderWindowCore::D3D11RenderWindowCore(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  26. : RenderWindowCore(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  27. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  28. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  29. { }
  30. D3D11RenderWindowCore::~D3D11RenderWindowCore()
  31. {
  32. D3D11RenderWindowProperties& props = mProperties;
  33. props.mActive = false;
  34. if (props.isFullScreen())
  35. mSwapChain->SetFullscreenState(false, nullptr);
  36. SAFE_RELEASE(mSwapChain);
  37. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  38. if (mWindow != nullptr)
  39. {
  40. bs_delete(mWindow);
  41. mWindow = nullptr;
  42. }
  43. if (mDepthStencilView != nullptr)
  44. TextureCore::releaseView(mDepthStencilView);
  45. destroySizeDependedD3DResources();
  46. }
  47. void D3D11RenderWindowCore::initialize()
  48. {
  49. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  50. D3D11RenderWindowProperties& props = mProperties;
  51. mMultisampleType.Count = 1;
  52. mMultisampleType.Quality = 0;
  53. WINDOW_DESC windowDesc;
  54. windowDesc.border = mDesc.border;
  55. windowDesc.enableDoubleClick = mDesc.enableDoubleClick;
  56. windowDesc.fullscreen = mDesc.fullscreen;
  57. windowDesc.width = mDesc.videoMode.getWidth();
  58. windowDesc.height = mDesc.videoMode.getHeight();
  59. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  60. windowDesc.left = mDesc.left;
  61. windowDesc.top = mDesc.top;
  62. windowDesc.outerDimensions = mDesc.outerDimensions;
  63. windowDesc.title = mDesc.title;
  64. windowDesc.toolWindow = mDesc.toolWindow;
  65. windowDesc.creationParams = this;
  66. windowDesc.modal = mDesc.modal;
  67. windowDesc.wndProc = &Win32Platform::_win32WndProc;
  68. #ifdef BS_STATIC_LIB
  69. windowDesc.module = GetModuleHandle(NULL);
  70. #else
  71. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  72. #endif
  73. NameValuePairList::const_iterator opt;
  74. opt = mDesc.platformSpecific.find("parentWindowHandle");
  75. if (opt != mDesc.platformSpecific.end())
  76. windowDesc.parent = (HWND)parseUINT64(opt->second);
  77. opt = mDesc.platformSpecific.find("externalWindowHandle");
  78. if (opt != mDesc.platformSpecific.end())
  79. windowDesc.external = (HWND)parseUINT64(opt->second);
  80. mIsChild = windowDesc.parent != nullptr;
  81. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  82. props.mColorDepth = 32;
  83. props.mActive = true;
  84. if (mDesc.videoMode.isCustom())
  85. {
  86. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  87. mRefreshRateDenominator = 1;
  88. }
  89. else
  90. {
  91. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  92. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  93. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  94. }
  95. const D3D11VideoOutputInfo* outputInfo = nullptr;
  96. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  97. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  98. if (numOutputs > 0)
  99. {
  100. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  101. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  102. DXGI_OUTPUT_DESC desc;
  103. outputInfo->getDXGIOutput()->GetDesc(&desc);
  104. windowDesc.monitor = desc.Monitor;
  105. }
  106. if (!windowDesc.external)
  107. {
  108. mShowOnSwap = mDesc.hideUntilSwap;
  109. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  110. }
  111. mWindow = bs_new<Win32Window>(windowDesc);
  112. props.mWidth = mWindow->getWidth();
  113. props.mHeight = mWindow->getHeight();
  114. props.mTop = mWindow->getTop();
  115. props.mLeft = mWindow->getLeft();
  116. createSwapChain();
  117. if (props.isFullScreen())
  118. {
  119. if (outputInfo != nullptr)
  120. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  121. else
  122. mSwapChain->SetFullscreenState(true, nullptr);
  123. }
  124. createSizeDependedD3DResources();
  125. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  126. {
  127. ScopedSpinLock lock(mLock);
  128. mSyncedProperties = props;
  129. }
  130. RenderWindowManager::instance().notifySyncDataDirty(this);
  131. RenderWindowCore::initialize();
  132. }
  133. void D3D11RenderWindowCore::swapBuffers()
  134. {
  135. THROW_IF_NOT_CORE_THREAD;
  136. if (mShowOnSwap)
  137. setHidden(false);
  138. if(mDevice.getD3D11Device() != nullptr)
  139. {
  140. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  141. if( FAILED(hr) )
  142. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  143. }
  144. }
  145. void D3D11RenderWindowCore::move(INT32 left, INT32 top)
  146. {
  147. THROW_IF_NOT_CORE_THREAD;
  148. D3D11RenderWindowProperties& props = mProperties;
  149. if (!props.mIsFullScreen)
  150. {
  151. mWindow->move(left, top);
  152. props.mTop = mWindow->getTop();
  153. props.mLeft = mWindow->getLeft();
  154. {
  155. ScopedSpinLock lock(mLock);
  156. mSyncedProperties.mTop = props.mTop;
  157. mSyncedProperties.mLeft = props.mLeft;
  158. }
  159. RenderWindowManager::instance().notifySyncDataDirty(this);
  160. }
  161. }
  162. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  163. {
  164. THROW_IF_NOT_CORE_THREAD;
  165. D3D11RenderWindowProperties& props = mProperties;
  166. if (!props.mIsFullScreen)
  167. {
  168. mWindow->resize(width, height);
  169. props.mWidth = mWindow->getWidth();
  170. props.mHeight = mWindow->getHeight();
  171. {
  172. ScopedSpinLock lock(mLock);
  173. mSyncedProperties.mWidth = props.mWidth;
  174. mSyncedProperties.mHeight = props.mHeight;
  175. }
  176. RenderWindowManager::instance().notifySyncDataDirty(this);
  177. }
  178. }
  179. void D3D11RenderWindowCore::setActive(bool state)
  180. {
  181. THROW_IF_NOT_CORE_THREAD;
  182. D3D11RenderWindowProperties& props = mProperties;
  183. mWindow->setActive(state);
  184. if (mSwapChain)
  185. {
  186. if (state)
  187. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  188. else
  189. mSwapChain->SetFullscreenState(FALSE, nullptr);
  190. }
  191. RenderWindowCore::setActive(state);
  192. }
  193. void D3D11RenderWindowCore::setHidden(bool hidden)
  194. {
  195. THROW_IF_NOT_CORE_THREAD;
  196. mShowOnSwap = false;
  197. mWindow->setHidden(hidden);
  198. RenderWindowCore::setHidden(hidden);
  199. }
  200. void D3D11RenderWindowCore::minimize()
  201. {
  202. THROW_IF_NOT_CORE_THREAD;
  203. mWindow->minimize();
  204. }
  205. void D3D11RenderWindowCore::maximize()
  206. {
  207. THROW_IF_NOT_CORE_THREAD;
  208. mWindow->maximize();
  209. }
  210. void D3D11RenderWindowCore::restore()
  211. {
  212. THROW_IF_NOT_CORE_THREAD;
  213. mWindow->restore();
  214. }
  215. void D3D11RenderWindowCore::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  216. {
  217. THROW_IF_NOT_CORE_THREAD;
  218. if (mIsChild)
  219. return;
  220. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  221. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  222. if (numOutputs == 0)
  223. return;
  224. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  225. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  226. DXGI_MODE_DESC modeDesc;
  227. ZeroMemory(&modeDesc, sizeof(modeDesc));
  228. modeDesc.Width = width;
  229. modeDesc.Height = height;
  230. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  231. modeDesc.RefreshRate.Denominator = 1;
  232. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  233. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  234. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  235. DXGI_MODE_DESC nearestMode;
  236. ZeroMemory(&nearestMode, sizeof(nearestMode));
  237. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  238. mProperties.mIsFullScreen = true;
  239. mProperties.mWidth = width;
  240. mProperties.mHeight = height;
  241. mSwapChain->ResizeTarget(&nearestMode);
  242. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  243. {
  244. ScopedSpinLock lock(mLock);
  245. mSyncedProperties.mTop = mProperties.mTop;
  246. mSyncedProperties.mLeft = mProperties.mLeft;
  247. mSyncedProperties.mWidth = mProperties.mWidth;
  248. mSyncedProperties.mHeight = mProperties.mHeight;
  249. }
  250. RenderWindowManager::instance().notifySyncDataDirty(this);
  251. RenderWindowManager::instance().notifyMovedOrResized(this);
  252. }
  253. void D3D11RenderWindowCore::setFullscreen(const VideoMode& mode)
  254. {
  255. THROW_IF_NOT_CORE_THREAD;
  256. if (mIsChild)
  257. return;
  258. if (mode.isCustom())
  259. {
  260. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  261. return;
  262. }
  263. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  264. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  265. if (numOutputs == 0)
  266. return;
  267. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  268. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  269. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  270. mProperties.mIsFullScreen = true;
  271. mProperties.mWidth = mode.getWidth();
  272. mProperties.mHeight = mode.getHeight();
  273. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  274. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  275. {
  276. ScopedSpinLock lock(mLock);
  277. mSyncedProperties.mTop = mProperties.mTop;
  278. mSyncedProperties.mLeft = mProperties.mLeft;
  279. mSyncedProperties.mWidth = mProperties.mWidth;
  280. mSyncedProperties.mHeight = mProperties.mHeight;
  281. }
  282. RenderWindowManager::instance().notifySyncDataDirty(this);
  283. RenderWindowManager::instance().notifyMovedOrResized(this);
  284. }
  285. void D3D11RenderWindowCore::setWindowed(UINT32 width, UINT32 height)
  286. {
  287. THROW_IF_NOT_CORE_THREAD;
  288. mProperties.mWidth = width;
  289. mProperties.mHeight = height;
  290. mProperties.mIsFullScreen = false;
  291. mSwapChainDesc.Windowed = true;
  292. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  293. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  294. mSwapChainDesc.BufferDesc.Width = width;
  295. mSwapChainDesc.BufferDesc.Height = height;
  296. DXGI_MODE_DESC modeDesc;
  297. ZeroMemory(&modeDesc, sizeof(modeDesc));
  298. modeDesc.Width = width;
  299. modeDesc.Height = height;
  300. modeDesc.RefreshRate.Numerator = 0;
  301. modeDesc.RefreshRate.Denominator = 0;
  302. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  303. mSwapChain->SetFullscreenState(false, nullptr);
  304. mSwapChain->ResizeTarget(&modeDesc);
  305. {
  306. ScopedSpinLock lock(mLock);
  307. mSyncedProperties.mTop = mProperties.mTop;
  308. mSyncedProperties.mLeft = mProperties.mLeft;
  309. mSyncedProperties.mWidth = mProperties.mWidth;
  310. mSyncedProperties.mHeight = mProperties.mHeight;
  311. }
  312. RenderWindowManager::instance().notifySyncDataDirty(this);
  313. RenderWindowManager::instance().notifyMovedOrResized(this);
  314. }
  315. HWND D3D11RenderWindowCore::_getWindowHandle() const
  316. {
  317. return mWindow->getHWnd();
  318. }
  319. void D3D11RenderWindowCore::getCustomAttribute(const String& name, void* pData) const
  320. {
  321. if(name == "WINDOW")
  322. {
  323. UINT64 *pWnd = (UINT64*)pData;
  324. *pWnd = (UINT64)mWindow->getHWnd();
  325. return;
  326. }
  327. if(name == "RTV")
  328. {
  329. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  330. return;
  331. }
  332. else if(name == "DSV")
  333. {
  334. if (mDepthStencilView != nullptr)
  335. {
  336. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  337. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false);
  338. }
  339. else
  340. {
  341. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  342. }
  343. return;
  344. }
  345. else if (name == "RODSV")
  346. {
  347. if (mDepthStencilView != nullptr)
  348. {
  349. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  350. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true);
  351. }
  352. else
  353. {
  354. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  355. }
  356. return;
  357. }
  358. RenderWindowCore::getCustomAttribute(name, pData);
  359. }
  360. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. if(mBackBuffer == nullptr)
  364. return;
  365. // Get the backbuffer desc
  366. D3D11_TEXTURE2D_DESC BBDesc;
  367. mBackBuffer->GetDesc(&BBDesc);
  368. ID3D11Texture2D* backbuffer = nullptr;
  369. if(BBDesc.SampleDesc.Quality > 0)
  370. {
  371. D3D11_TEXTURE2D_DESC desc = BBDesc;
  372. desc.Usage = D3D11_USAGE_DEFAULT;
  373. desc.CPUAccessFlags = 0;
  374. desc.BindFlags = 0;
  375. desc.SampleDesc.Quality = 0;
  376. desc.SampleDesc.Count = 1;
  377. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  378. if (FAILED(hr) || mDevice.hasError())
  379. {
  380. String errorDescription = mDevice.getErrorDescription();
  381. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  382. }
  383. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  384. }
  385. // Change the parameters of the texture so we can read it
  386. BBDesc.Usage = D3D11_USAGE_STAGING;
  387. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  388. BBDesc.BindFlags = 0;
  389. BBDesc.SampleDesc.Quality = 0;
  390. BBDesc.SampleDesc.Count = 1;
  391. // Create a temp buffer to copy to
  392. ID3D11Texture2D* tempTexture;
  393. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  394. if (FAILED(hr) || mDevice.hasError())
  395. {
  396. String errorDescription = mDevice.getErrorDescription();
  397. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  398. }
  399. // Copy the back buffer
  400. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  401. // Map the copied texture
  402. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  403. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  404. // Copy the the texture to the dest
  405. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  406. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  407. PixelUtil::bulkPixelConversion(src, dst);
  408. // Unmap the temp buffer
  409. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  410. // Release the temp buffer
  411. SAFE_RELEASE(tempTexture);
  412. SAFE_RELEASE(backbuffer);
  413. }
  414. void D3D11RenderWindowCore::_windowMovedOrResized()
  415. {
  416. THROW_IF_NOT_CORE_THREAD;
  417. if (!mWindow)
  418. return;
  419. mWindow->_windowMovedOrResized();
  420. D3D11RenderWindowProperties& props = mProperties;
  421. if (props.isFullScreen()) // Fullscreen is handled directly by this object
  422. {
  423. resizeSwapChainBuffers(props.getWidth(), props.getHeight());
  424. }
  425. else
  426. {
  427. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  428. props.mWidth = mWindow->getWidth();
  429. props.mHeight = mWindow->getHeight();
  430. props.mTop = mWindow->getTop();
  431. props.mLeft = mWindow->getLeft();
  432. }
  433. RenderWindowCore::_windowMovedOrResized();
  434. }
  435. void D3D11RenderWindowCore::createSwapChain()
  436. {
  437. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  438. D3D11RenderWindowProperties& props = mProperties;
  439. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  440. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  441. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  442. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  443. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  444. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  445. mSwapChainDesc.BufferDesc.Format = format;
  446. if (props.mIsFullScreen)
  447. {
  448. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  449. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  450. }
  451. else
  452. {
  453. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  454. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  455. }
  456. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  457. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  458. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  459. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  460. mSwapChainDesc.BufferCount = 1;
  461. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  462. mSwapChainDesc.Windowed = true;
  463. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  464. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  465. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  466. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  467. HRESULT hr;
  468. // Create swap chain
  469. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  470. if (FAILED(hr))
  471. {
  472. // Try a second time, may fail the first time due to back buffer count,
  473. // which will be corrected by the runtime
  474. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  475. }
  476. SAFE_RELEASE(pDXGIDevice);
  477. if (FAILED(hr))
  478. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  479. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  480. }
  481. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  482. {
  483. SAFE_RELEASE(mBackBuffer);
  484. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  485. if(FAILED(hr))
  486. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  487. assert(mBackBuffer && !mRenderTargetView);
  488. D3D11_TEXTURE2D_DESC BBDesc;
  489. mBackBuffer->GetDesc(&BBDesc);
  490. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  491. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  492. RTVDesc.Format = BBDesc.Format;
  493. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  494. RTVDesc.Texture2D.MipSlice = 0;
  495. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  496. if(FAILED(hr))
  497. {
  498. String errorDescription = mDevice.getErrorDescription();
  499. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  500. }
  501. if (mDepthStencilView != nullptr)
  502. {
  503. TextureCore::releaseView(mDepthStencilView);
  504. mDepthStencilView = nullptr;
  505. }
  506. if (mDesc.depthBuffer)
  507. {
  508. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  509. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  510. getProperties().getMultisampleCount());
  511. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  512. }
  513. else
  514. mDepthStencilBuffer = nullptr;
  515. }
  516. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  517. {
  518. SAFE_RELEASE(mBackBuffer);
  519. SAFE_RELEASE(mRenderTargetView);
  520. mDepthStencilBuffer = nullptr;
  521. }
  522. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  523. {
  524. destroySizeDependedD3DResources();
  525. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  526. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  527. if(hr != S_OK)
  528. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  529. mSwapChain->GetDesc(&mSwapChainDesc);
  530. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  531. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  532. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  533. createSizeDependedD3DResources();
  534. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  535. }
  536. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  537. {
  538. if (mDevice.getD3D11Device() == nullptr)
  539. {
  540. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  541. }
  542. IDXGIDevice* pDXGIDevice = nullptr;
  543. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  544. if(FAILED(hr))
  545. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  546. return pDXGIDevice;
  547. }
  548. void D3D11RenderWindowCore::syncProperties()
  549. {
  550. ScopedSpinLock lock(mLock);
  551. mProperties = mSyncedProperties;
  552. }
  553. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  554. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  555. {
  556. }
  557. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  558. {
  559. if (name == "WINDOW")
  560. {
  561. UINT64 *pHwnd = (UINT64*)pData;
  562. *pHwnd = (UINT64)getHWnd();
  563. return;
  564. }
  565. }
  566. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  567. {
  568. POINT pos;
  569. pos.x = screenPos.x;
  570. pos.y = screenPos.y;
  571. ScreenToClient(getHWnd(), &pos);
  572. return Vector2I(pos.x, pos.y);
  573. }
  574. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  575. {
  576. POINT pos;
  577. pos.x = windowPos.x;
  578. pos.y = windowPos.y;
  579. ClientToScreen(getHWnd(), &pos);
  580. return Vector2I(pos.x, pos.y);
  581. }
  582. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  583. {
  584. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  585. }
  586. HWND D3D11RenderWindow::getHWnd() const
  587. {
  588. blockUntilCoreInitialized();
  589. return getCore()->_getWindowHandle();
  590. }
  591. void D3D11RenderWindow::syncProperties()
  592. {
  593. ScopedSpinLock lock(getCore()->mLock);
  594. mProperties = getCore()->mSyncedProperties;
  595. }
  596. }