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. RenderWindowCore::initialize();
  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. #ifdef BS_STATIC_LIB
  67. windowDesc.module = GetModuleHandle(NULL);
  68. #else
  69. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  70. #endif
  71. NameValuePairList::const_iterator opt;
  72. opt = mDesc.platformSpecific.find("parentWindowHandle");
  73. if (opt != mDesc.platformSpecific.end())
  74. windowDesc.parent = (HWND)parseUINT64(opt->second);
  75. opt = mDesc.platformSpecific.find("externalWindowHandle");
  76. if (opt != mDesc.platformSpecific.end())
  77. windowDesc.external = (HWND)parseUINT64(opt->second);
  78. mIsChild = windowDesc.parent != nullptr;
  79. props.mIsFullScreen = mDesc.fullscreen && !mIsChild;
  80. props.mColorDepth = 32;
  81. props.mActive = true;
  82. if (mDesc.videoMode.isCustom())
  83. {
  84. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  85. mRefreshRateDenominator = 1;
  86. }
  87. else
  88. {
  89. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  90. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  91. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  92. }
  93. const D3D11VideoOutputInfo* outputInfo = nullptr;
  94. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPICore::instance().getVideoModeInfo());
  95. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  96. if (numOutputs > 0)
  97. {
  98. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  99. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  100. DXGI_OUTPUT_DESC desc;
  101. outputInfo->getDXGIOutput()->GetDesc(&desc);
  102. windowDesc.monitor = desc.Monitor;
  103. }
  104. if (!windowDesc.external)
  105. {
  106. mShowOnSwap = mDesc.hideUntilSwap;
  107. props.mHidden = mDesc.hideUntilSwap || mDesc.hidden;
  108. }
  109. mWindow = bs_new<Win32Window>(windowDesc);
  110. props.mWidth = mWindow->getWidth();
  111. props.mHeight = mWindow->getHeight();
  112. props.mTop = mWindow->getTop();
  113. props.mLeft = mWindow->getLeft();
  114. createSwapChain();
  115. if (props.isFullScreen())
  116. {
  117. if (outputInfo != nullptr)
  118. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  119. else
  120. mSwapChain->SetFullscreenState(true, nullptr);
  121. }
  122. createSizeDependedD3DResources();
  123. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  124. {
  125. ScopedSpinLock lock(mLock);
  126. mSyncedProperties = props;
  127. }
  128. RenderWindowManager::instance().notifySyncDataDirty(this);
  129. }
  130. void D3D11RenderWindowCore::swapBuffers()
  131. {
  132. THROW_IF_NOT_CORE_THREAD;
  133. if (mShowOnSwap)
  134. setHidden(false);
  135. if(mDevice.getD3D11Device() != nullptr)
  136. {
  137. HRESULT hr = mSwapChain->Present(getProperties().getVSync() ? getProperties().getVSyncInterval() : 0, 0);
  138. if( FAILED(hr) )
  139. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  140. }
  141. }
  142. void D3D11RenderWindowCore::move(INT32 left, INT32 top)
  143. {
  144. THROW_IF_NOT_CORE_THREAD;
  145. D3D11RenderWindowProperties& props = mProperties;
  146. if (!props.mIsFullScreen)
  147. {
  148. mWindow->move(left, top);
  149. props.mTop = mWindow->getTop();
  150. props.mLeft = mWindow->getLeft();
  151. {
  152. ScopedSpinLock lock(mLock);
  153. mSyncedProperties.mTop = props.mTop;
  154. mSyncedProperties.mLeft = props.mLeft;
  155. }
  156. RenderWindowManager::instance().notifySyncDataDirty(this);
  157. }
  158. }
  159. void D3D11RenderWindowCore::resize(UINT32 width, UINT32 height)
  160. {
  161. THROW_IF_NOT_CORE_THREAD;
  162. D3D11RenderWindowProperties& props = mProperties;
  163. if (!props.mIsFullScreen)
  164. {
  165. mWindow->resize(width, height);
  166. props.mWidth = mWindow->getWidth();
  167. props.mHeight = mWindow->getHeight();
  168. {
  169. ScopedSpinLock lock(mLock);
  170. mSyncedProperties.mWidth = props.mWidth;
  171. mSyncedProperties.mHeight = props.mHeight;
  172. }
  173. RenderWindowManager::instance().notifySyncDataDirty(this);
  174. }
  175. }
  176. void D3D11RenderWindowCore::setActive(bool state)
  177. {
  178. THROW_IF_NOT_CORE_THREAD;
  179. D3D11RenderWindowProperties& props = mProperties;
  180. mWindow->setActive(state);
  181. if (mSwapChain)
  182. {
  183. if (state)
  184. mSwapChain->SetFullscreenState(props.mIsFullScreen, nullptr);
  185. else
  186. mSwapChain->SetFullscreenState(FALSE, nullptr);
  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(false);
  335. }
  336. else
  337. {
  338. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  339. }
  340. return;
  341. }
  342. else if (name == "RODSV")
  343. {
  344. if (mDepthStencilView != nullptr)
  345. {
  346. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  347. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true);
  348. }
  349. else
  350. {
  351. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  352. }
  353. return;
  354. }
  355. RenderWindowCore::getCustomAttribute(name, pData);
  356. }
  357. void D3D11RenderWindowCore::copyToMemory(PixelData &dst, FrameBuffer buffer)
  358. {
  359. THROW_IF_NOT_CORE_THREAD;
  360. if(mBackBuffer == nullptr)
  361. return;
  362. // Get the backbuffer desc
  363. D3D11_TEXTURE2D_DESC BBDesc;
  364. mBackBuffer->GetDesc(&BBDesc);
  365. ID3D11Texture2D* backbuffer = nullptr;
  366. if(BBDesc.SampleDesc.Quality > 0)
  367. {
  368. D3D11_TEXTURE2D_DESC desc = BBDesc;
  369. desc.Usage = D3D11_USAGE_DEFAULT;
  370. desc.CPUAccessFlags = 0;
  371. desc.BindFlags = 0;
  372. desc.SampleDesc.Quality = 0;
  373. desc.SampleDesc.Count = 1;
  374. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  375. if (FAILED(hr) || mDevice.hasError())
  376. {
  377. String errorDescription = mDevice.getErrorDescription();
  378. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  379. }
  380. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  381. }
  382. // Change the parameters of the texture so we can read it
  383. BBDesc.Usage = D3D11_USAGE_STAGING;
  384. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  385. BBDesc.BindFlags = 0;
  386. BBDesc.SampleDesc.Quality = 0;
  387. BBDesc.SampleDesc.Count = 1;
  388. // Create a temp buffer to copy to
  389. ID3D11Texture2D* tempTexture;
  390. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  391. if (FAILED(hr) || mDevice.hasError())
  392. {
  393. String errorDescription = mDevice.getErrorDescription();
  394. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  395. }
  396. // Copy the back buffer
  397. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  398. // Map the copied texture
  399. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  400. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  401. // Copy the the texture to the dest
  402. PixelData src(getProperties().getWidth(), getProperties().getHeight(), 1, PF_A8B8G8R8);
  403. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  404. PixelUtil::bulkPixelConversion(src, dst);
  405. // Unmap the temp buffer
  406. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  407. // Release the temp buffer
  408. SAFE_RELEASE(tempTexture);
  409. SAFE_RELEASE(backbuffer);
  410. }
  411. void D3D11RenderWindowCore::_windowMovedOrResized()
  412. {
  413. THROW_IF_NOT_CORE_THREAD;
  414. if (!mWindow)
  415. return;
  416. mWindow->_windowMovedOrResized();
  417. D3D11RenderWindowProperties& props = mProperties;
  418. if (props.isFullScreen()) // Fullscreen is handled directly by this object
  419. {
  420. resizeSwapChainBuffers(props.getWidth(), props.getHeight());
  421. }
  422. else
  423. {
  424. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  425. props.mWidth = mWindow->getWidth();
  426. props.mHeight = mWindow->getHeight();
  427. props.mTop = mWindow->getTop();
  428. props.mLeft = mWindow->getLeft();
  429. }
  430. RenderWindowCore::_windowMovedOrResized();
  431. }
  432. void D3D11RenderWindowCore::createSwapChain()
  433. {
  434. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  435. D3D11RenderWindowProperties& props = mProperties;
  436. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  437. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  438. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  439. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  440. mSwapChainDesc.BufferDesc.Width = props.mWidth;
  441. mSwapChainDesc.BufferDesc.Height = props.mHeight;
  442. mSwapChainDesc.BufferDesc.Format = format;
  443. if (props.mIsFullScreen)
  444. {
  445. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  446. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  447. }
  448. else
  449. {
  450. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  451. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  452. }
  453. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  454. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  455. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  456. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  457. mSwapChainDesc.BufferCount = 1;
  458. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  459. mSwapChainDesc.Windowed = true;
  460. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  461. rs->determineMultisampleSettings(props.mMultisampleCount, format, &mMultisampleType);
  462. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  463. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  464. HRESULT hr;
  465. // Create swap chain
  466. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  467. if (FAILED(hr))
  468. {
  469. // Try a second time, may fail the first time due to back buffer count,
  470. // which will be corrected by the runtime
  471. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  472. }
  473. SAFE_RELEASE(pDXGIDevice);
  474. if (FAILED(hr))
  475. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain");
  476. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  477. }
  478. void D3D11RenderWindowCore::createSizeDependedD3DResources()
  479. {
  480. SAFE_RELEASE(mBackBuffer);
  481. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  482. if(FAILED(hr))
  483. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  484. assert(mBackBuffer && !mRenderTargetView);
  485. D3D11_TEXTURE2D_DESC BBDesc;
  486. mBackBuffer->GetDesc(&BBDesc);
  487. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  488. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  489. RTVDesc.Format = BBDesc.Format;
  490. RTVDesc.ViewDimension = getProperties().getMultisampleCount() > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  491. RTVDesc.Texture2D.MipSlice = 0;
  492. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  493. if(FAILED(hr))
  494. {
  495. String errorDescription = mDevice.getErrorDescription();
  496. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  497. }
  498. if (mDepthStencilView != nullptr)
  499. {
  500. TextureCore::releaseView(mDepthStencilView);
  501. mDepthStencilView = nullptr;
  502. }
  503. if (mDesc.depthBuffer)
  504. {
  505. mDepthStencilBuffer = TextureCoreManager::instance().createTexture(TEX_TYPE_2D,
  506. BBDesc.Width, BBDesc.Height, 0, 0, PF_D24S8, TU_DEPTHSTENCIL, false,
  507. getProperties().getMultisampleCount());
  508. mDepthStencilView = TextureCore::requestView(mDepthStencilBuffer, 0, 1, 0, 1, GVU_DEPTHSTENCIL);
  509. }
  510. else
  511. mDepthStencilBuffer = nullptr;
  512. }
  513. void D3D11RenderWindowCore::destroySizeDependedD3DResources()
  514. {
  515. SAFE_RELEASE(mBackBuffer);
  516. SAFE_RELEASE(mRenderTargetView);
  517. mDepthStencilBuffer = nullptr;
  518. }
  519. void D3D11RenderWindowCore::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  520. {
  521. destroySizeDependedD3DResources();
  522. UINT Flags = mProperties.isFullScreen() ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  523. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  524. if(hr != S_OK)
  525. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  526. mSwapChain->GetDesc(&mSwapChainDesc);
  527. mProperties.mWidth = mSwapChainDesc.BufferDesc.Width;
  528. mProperties.mHeight = mSwapChainDesc.BufferDesc.Height;
  529. mProperties.mIsFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  530. createSizeDependedD3DResources();
  531. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  532. }
  533. IDXGIDevice* D3D11RenderWindowCore::queryDxgiDevice()
  534. {
  535. if (mDevice.getD3D11Device() == nullptr)
  536. {
  537. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  538. }
  539. IDXGIDevice* pDXGIDevice = nullptr;
  540. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  541. if(FAILED(hr))
  542. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  543. return pDXGIDevice;
  544. }
  545. void D3D11RenderWindowCore::syncProperties()
  546. {
  547. ScopedSpinLock lock(mLock);
  548. mProperties = mSyncedProperties;
  549. }
  550. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  551. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  552. {
  553. }
  554. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  555. {
  556. if (name == "WINDOW")
  557. {
  558. UINT64 *pHwnd = (UINT64*)pData;
  559. *pHwnd = (UINT64)getHWnd();
  560. return;
  561. }
  562. }
  563. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  564. {
  565. POINT pos;
  566. pos.x = screenPos.x;
  567. pos.y = screenPos.y;
  568. ScreenToClient(getHWnd(), &pos);
  569. return Vector2I(pos.x, pos.y);
  570. }
  571. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  572. {
  573. POINT pos;
  574. pos.x = windowPos.x;
  575. pos.y = windowPos.y;
  576. ClientToScreen(getHWnd(), &pos);
  577. return Vector2I(pos.x, pos.y);
  578. }
  579. SPtr<D3D11RenderWindowCore> D3D11RenderWindow::getCore() const
  580. {
  581. return std::static_pointer_cast<D3D11RenderWindowCore>(mCoreSpecific);
  582. }
  583. HWND D3D11RenderWindow::getHWnd() const
  584. {
  585. // HACK: I'm accessing core method from sim thread, which means an invalid handle
  586. // could be returned here if requested too soon after initialization.
  587. return getCore()->_getWindowHandle();
  588. }
  589. void D3D11RenderWindow::syncProperties()
  590. {
  591. ScopedSpinLock lock(getCore()->mLock);
  592. mProperties = getCore()->mSyncedProperties;
  593. }
  594. }