BsD3D11RenderWindow.cpp 23 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderWindow.h"
  4. #include "CoreThread/BsCoreThread.h"
  5. #include "Private/Win32/BsWin32Platform.h"
  6. #include "BsD3D11RenderAPI.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11RenderTexture.h"
  9. #include "BsD3D11TextureView.h"
  10. #include "Managers/BsTextureManager.h"
  11. #include "BsD3D11DriverList.h"
  12. #include "BsD3D11Driver.h"
  13. #include "BsD3D11VideoModeInfo.h"
  14. #include "Profiling/BsRenderStats.h"
  15. #include "Input/BsInput.h"
  16. #include "Error/BsException.h"
  17. #include "Managers/BsRenderWindowManager.h"
  18. #include "Math/BsMath.h"
  19. #include "Private/Win32/BsWin32Window.h"
  20. namespace bs
  21. {
  22. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, ct::D3D11Device& device,
  23. IDXGIFactory* DXGIFactory)
  24. :RenderWindow(desc, windowId), mProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory)
  25. {
  26. }
  27. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  28. {
  29. if (name == "WINDOW")
  30. {
  31. UINT64 *pHwnd = (UINT64*)pData;
  32. *pHwnd = (UINT64)getHWnd();
  33. return;
  34. }
  35. }
  36. Vector2I D3D11RenderWindow::screenToWindowPos(const Vector2I& screenPos) const
  37. {
  38. POINT pos;
  39. pos.x = screenPos.x;
  40. pos.y = screenPos.y;
  41. ScreenToClient(getHWnd(), &pos);
  42. return Vector2I(pos.x, pos.y);
  43. }
  44. Vector2I D3D11RenderWindow::windowToScreenPos(const Vector2I& windowPos) const
  45. {
  46. POINT pos;
  47. pos.x = windowPos.x;
  48. pos.y = windowPos.y;
  49. ClientToScreen(getHWnd(), &pos);
  50. return Vector2I(pos.x, pos.y);
  51. }
  52. SPtr<ct::D3D11RenderWindow> D3D11RenderWindow::getCore() const
  53. {
  54. return std::static_pointer_cast<ct::D3D11RenderWindow>(mCoreSpecific);
  55. }
  56. HWND D3D11RenderWindow::getHWnd() const
  57. {
  58. blockUntilCoreInitialized();
  59. return getCore()->_getWindowHandle();
  60. }
  61. void D3D11RenderWindow::syncProperties()
  62. {
  63. ScopedSpinLock lock(getCore()->mLock);
  64. mProperties = getCore()->mSyncedProperties;
  65. }
  66. SPtr<ct::CoreObject> D3D11RenderWindow::createCore() const
  67. {
  68. ct::RenderAPI* rs = ct::RenderAPI::instancePtr();
  69. auto d3d11rs = static_cast<ct::D3D11RenderAPI*>(rs);
  70. // Create the window
  71. RENDER_WINDOW_DESC desc = mDesc;
  72. SPtr<ct::CoreObject> coreObj = bs_shared_ptr_new<ct::D3D11RenderWindow>(desc, mWindowId,
  73. d3d11rs->getPrimaryDevice(), d3d11rs->getDXGIFactory());
  74. coreObj->_setThisPtr(coreObj);
  75. return coreObj;
  76. }
  77. namespace ct
  78. {
  79. D3D11RenderWindow::D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory)
  80. : RenderWindow(desc, windowId), mProperties(desc), mSyncedProperties(desc), mDevice(device), mDXGIFactory(DXGIFactory),
  81. mSizing(false), mRenderTargetView(nullptr), mBackBuffer(nullptr), mSwapChain(nullptr), mDepthStencilView(nullptr), mIsChild(false),
  82. mRefreshRateNumerator(0), mRefreshRateDenominator(0), mShowOnSwap(false), mWindow(nullptr)
  83. { }
  84. D3D11RenderWindow::~D3D11RenderWindow()
  85. {
  86. RenderWindowProperties& props = mProperties;
  87. if (props.isFullScreen)
  88. mSwapChain->SetFullscreenState(false, nullptr);
  89. SAFE_RELEASE(mSwapChain);
  90. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_SwapChain);
  91. if (mWindow != nullptr)
  92. {
  93. bs_delete(mWindow);
  94. mWindow = nullptr;
  95. }
  96. destroySizeDependedD3DResources();
  97. Platform::resetNonClientAreas(*this);
  98. }
  99. void D3D11RenderWindow::initialize()
  100. {
  101. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  102. RenderWindowProperties& props = mProperties;
  103. mMultisampleType.Count = 1;
  104. mMultisampleType.Quality = 0;
  105. WINDOW_DESC windowDesc;
  106. windowDesc.showTitleBar = mDesc.showTitleBar;
  107. windowDesc.showBorder = mDesc.showBorder;
  108. windowDesc.allowResize = mDesc.allowResize;
  109. windowDesc.enableDoubleClick = true;
  110. windowDesc.fullscreen = mDesc.fullscreen;
  111. windowDesc.width = mDesc.videoMode.getWidth();
  112. windowDesc.height = mDesc.videoMode.getHeight();
  113. windowDesc.hidden = mDesc.hidden || mDesc.hideUntilSwap;
  114. windowDesc.left = mDesc.left;
  115. windowDesc.top = mDesc.top;
  116. windowDesc.outerDimensions = false;
  117. windowDesc.title = mDesc.title;
  118. windowDesc.toolWindow = mDesc.toolWindow;
  119. windowDesc.creationParams = this;
  120. windowDesc.modal = mDesc.modal;
  121. windowDesc.wndProc = &Win32Platform::_win32WndProc;
  122. #ifdef BS_STATIC_LIB
  123. windowDesc.module = GetModuleHandle(NULL);
  124. #else
  125. windowDesc.module = GetModuleHandle("BansheeD3D11RenderAPI.dll");
  126. #endif
  127. NameValuePairList::const_iterator opt;
  128. opt = mDesc.platformSpecific.find("parentWindowHandle");
  129. if (opt != mDesc.platformSpecific.end())
  130. windowDesc.parent = (HWND)parseUINT64(opt->second);
  131. opt = mDesc.platformSpecific.find("externalWindowHandle");
  132. if (opt != mDesc.platformSpecific.end())
  133. windowDesc.external = (HWND)parseUINT64(opt->second);
  134. mIsChild = windowDesc.parent != nullptr;
  135. props.isFullScreen = mDesc.fullscreen && !mIsChild;
  136. if (mDesc.videoMode.isCustom())
  137. {
  138. mRefreshRateNumerator = Math::roundToInt(mDesc.videoMode.getRefreshRate());
  139. mRefreshRateDenominator = 1;
  140. }
  141. else
  142. {
  143. const D3D11VideoMode& d3d11videoMode = static_cast<const D3D11VideoMode&>(mDesc.videoMode);
  144. mRefreshRateNumerator = d3d11videoMode.getRefreshRateNumerator();
  145. mRefreshRateDenominator = d3d11videoMode.getRefreshRateDenominator();
  146. }
  147. const D3D11VideoOutputInfo* outputInfo = nullptr;
  148. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  149. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  150. if (numOutputs > 0)
  151. {
  152. UINT32 actualMonitorIdx = std::min(mDesc.videoMode.getOutputIdx(), numOutputs - 1);
  153. outputInfo = static_cast<const D3D11VideoOutputInfo*>(&videoModeInfo.getOutputInfo(actualMonitorIdx));
  154. DXGI_OUTPUT_DESC desc;
  155. outputInfo->getDXGIOutput()->GetDesc(&desc);
  156. windowDesc.monitor = desc.Monitor;
  157. }
  158. if (!windowDesc.external)
  159. {
  160. mShowOnSwap = mDesc.hideUntilSwap && !mDesc.hidden;
  161. props.isHidden = mDesc.hideUntilSwap || mDesc.hidden;
  162. }
  163. mWindow = bs_new<Win32Window>(windowDesc);
  164. props.width = mWindow->getWidth();
  165. props.height = mWindow->getHeight();
  166. props.top = mWindow->getTop();
  167. props.left = mWindow->getLeft();
  168. createSwapChain();
  169. if (props.isFullScreen)
  170. {
  171. if (outputInfo != nullptr)
  172. mSwapChain->SetFullscreenState(true, outputInfo->getDXGIOutput());
  173. else
  174. mSwapChain->SetFullscreenState(true, nullptr);
  175. }
  176. createSizeDependedD3DResources();
  177. mDXGIFactory->MakeWindowAssociation(mWindow->getHWnd(), NULL);
  178. {
  179. ScopedSpinLock lock(mLock);
  180. mSyncedProperties = props;
  181. }
  182. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  183. RenderWindow::initialize();
  184. }
  185. void D3D11RenderWindow::swapBuffers(UINT32 syncMask)
  186. {
  187. THROW_IF_NOT_CORE_THREAD;
  188. if (mShowOnSwap)
  189. setHidden(false);
  190. if(mDevice.getD3D11Device() != nullptr)
  191. {
  192. HRESULT hr = mSwapChain->Present(getProperties().vsync ? getProperties().vsyncInterval : 0, 0);
  193. if( FAILED(hr) )
  194. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  195. }
  196. }
  197. void D3D11RenderWindow::move(INT32 left, INT32 top)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. RenderWindowProperties& props = mProperties;
  201. if (!props.isFullScreen)
  202. {
  203. mWindow->move(left, top);
  204. props.top = mWindow->getTop();
  205. props.left = mWindow->getLeft();
  206. {
  207. ScopedSpinLock lock(mLock);
  208. mSyncedProperties.top = props.top;
  209. mSyncedProperties.left = props.left;
  210. }
  211. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  212. }
  213. }
  214. void D3D11RenderWindow::resize(UINT32 width, UINT32 height)
  215. {
  216. THROW_IF_NOT_CORE_THREAD;
  217. RenderWindowProperties& props = mProperties;
  218. if (!props.isFullScreen)
  219. {
  220. mWindow->resize(width, height);
  221. props.width = mWindow->getWidth();
  222. props.height = mWindow->getHeight();
  223. {
  224. ScopedSpinLock lock(mLock);
  225. mSyncedProperties.width = props.width;
  226. mSyncedProperties.height = props.height;
  227. }
  228. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  229. }
  230. }
  231. void D3D11RenderWindow::setActive(bool state)
  232. {
  233. THROW_IF_NOT_CORE_THREAD;
  234. RenderWindowProperties& props = mProperties;
  235. mWindow->setActive(state);
  236. if (mSwapChain)
  237. {
  238. if (state)
  239. mSwapChain->SetFullscreenState(props.isFullScreen, nullptr);
  240. else
  241. mSwapChain->SetFullscreenState(FALSE, nullptr);
  242. }
  243. RenderWindow::setActive(state);
  244. }
  245. void D3D11RenderWindow::setHidden(bool hidden)
  246. {
  247. THROW_IF_NOT_CORE_THREAD;
  248. mShowOnSwap = false;
  249. mWindow->setHidden(hidden);
  250. RenderWindow::setHidden(hidden);
  251. }
  252. void D3D11RenderWindow::minimize()
  253. {
  254. THROW_IF_NOT_CORE_THREAD;
  255. mWindow->minimize();
  256. }
  257. void D3D11RenderWindow::maximize()
  258. {
  259. THROW_IF_NOT_CORE_THREAD;
  260. mWindow->maximize();
  261. }
  262. void D3D11RenderWindow::restore()
  263. {
  264. THROW_IF_NOT_CORE_THREAD;
  265. mWindow->restore();
  266. }
  267. void D3D11RenderWindow::setFullscreen(UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  268. {
  269. THROW_IF_NOT_CORE_THREAD;
  270. if (mIsChild)
  271. return;
  272. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  273. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  274. if (numOutputs == 0)
  275. return;
  276. UINT32 actualMonitorIdx = std::min(monitorIdx, numOutputs - 1);
  277. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  278. DXGI_MODE_DESC modeDesc;
  279. ZeroMemory(&modeDesc, sizeof(modeDesc));
  280. modeDesc.Width = width;
  281. modeDesc.Height = height;
  282. modeDesc.RefreshRate.Numerator = Math::roundToInt(refreshRate);
  283. modeDesc.RefreshRate.Denominator = 1;
  284. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  285. modeDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  286. modeDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  287. DXGI_MODE_DESC nearestMode;
  288. ZeroMemory(&nearestMode, sizeof(nearestMode));
  289. outputInfo.getDXGIOutput()->FindClosestMatchingMode(&modeDesc, &nearestMode, nullptr);
  290. mProperties.isFullScreen = true;
  291. mProperties.width = width;
  292. mProperties.height = height;
  293. mSwapChain->ResizeTarget(&nearestMode);
  294. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  295. {
  296. ScopedSpinLock lock(mLock);
  297. mSyncedProperties.top = mProperties.top;
  298. mSyncedProperties.left = mProperties.left;
  299. mSyncedProperties.width = mProperties.width;
  300. mSyncedProperties.height = mProperties.height;
  301. }
  302. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  303. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  304. }
  305. void D3D11RenderWindow::setFullscreen(const VideoMode& mode)
  306. {
  307. THROW_IF_NOT_CORE_THREAD;
  308. if (mIsChild)
  309. return;
  310. if (mode.isCustom())
  311. {
  312. setFullscreen(mode.getWidth(), mode.getHeight(), mode.getRefreshRate(), mode.getOutputIdx());
  313. return;
  314. }
  315. const D3D11VideoModeInfo& videoModeInfo = static_cast<const D3D11VideoModeInfo&>(RenderAPI::instance().getVideoModeInfo());
  316. UINT32 numOutputs = videoModeInfo.getNumOutputs();
  317. if (numOutputs == 0)
  318. return;
  319. UINT32 actualMonitorIdx = std::min(mode.getOutputIdx(), numOutputs - 1);
  320. const D3D11VideoOutputInfo& outputInfo = static_cast<const D3D11VideoOutputInfo&>(videoModeInfo.getOutputInfo(actualMonitorIdx));
  321. const D3D11VideoMode& videoMode = static_cast<const D3D11VideoMode&>(mode);
  322. mProperties.isFullScreen = true;
  323. mProperties.width = mode.getWidth();
  324. mProperties.height = mode.getHeight();
  325. mSwapChain->ResizeTarget(&videoMode.getDXGIModeDesc());
  326. mSwapChain->SetFullscreenState(true, outputInfo.getDXGIOutput());
  327. {
  328. ScopedSpinLock lock(mLock);
  329. mSyncedProperties.top = mProperties.top;
  330. mSyncedProperties.left = mProperties.left;
  331. mSyncedProperties.width = mProperties.width;
  332. mSyncedProperties.height = mProperties.height;
  333. }
  334. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  335. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  336. }
  337. void D3D11RenderWindow::setWindowed(UINT32 width, UINT32 height)
  338. {
  339. THROW_IF_NOT_CORE_THREAD;
  340. mProperties.width = width;
  341. mProperties.height = height;
  342. mProperties.isFullScreen = false;
  343. mSwapChainDesc.Windowed = true;
  344. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  345. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  346. mSwapChainDesc.BufferDesc.Width = width;
  347. mSwapChainDesc.BufferDesc.Height = height;
  348. DXGI_MODE_DESC modeDesc;
  349. ZeroMemory(&modeDesc, sizeof(modeDesc));
  350. modeDesc.Width = width;
  351. modeDesc.Height = height;
  352. modeDesc.RefreshRate.Numerator = 0;
  353. modeDesc.RefreshRate.Denominator = 0;
  354. modeDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  355. mSwapChain->SetFullscreenState(false, nullptr);
  356. mSwapChain->ResizeTarget(&modeDesc);
  357. {
  358. ScopedSpinLock lock(mLock);
  359. mSyncedProperties.top = mProperties.top;
  360. mSyncedProperties.left = mProperties.left;
  361. mSyncedProperties.width = mProperties.width;
  362. mSyncedProperties.height = mProperties.height;
  363. }
  364. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  365. bs::RenderWindowManager::instance().notifyMovedOrResized(this);
  366. }
  367. void D3D11RenderWindow::setVSync(bool enabled, UINT32 interval)
  368. {
  369. mProperties.vsync = enabled;
  370. mProperties.vsyncInterval = interval;
  371. {
  372. ScopedSpinLock lock(mLock);
  373. mSyncedProperties.vsync = enabled;
  374. mSyncedProperties.vsyncInterval = interval;
  375. }
  376. bs::RenderWindowManager::instance().notifySyncDataDirty(this);
  377. }
  378. HWND D3D11RenderWindow::_getWindowHandle() const
  379. {
  380. return mWindow->getHWnd();
  381. }
  382. void D3D11RenderWindow::getCustomAttribute(const String& name, void* pData) const
  383. {
  384. if(name == "WINDOW")
  385. {
  386. UINT64 *pWnd = (UINT64*)pData;
  387. *pWnd = (UINT64)mWindow->getHWnd();
  388. return;
  389. }
  390. if(name == "RTV")
  391. {
  392. *static_cast<ID3D11RenderTargetView**>(pData) = mRenderTargetView;
  393. return;
  394. }
  395. else if(name == "DSV")
  396. {
  397. if (mDepthStencilView != nullptr)
  398. {
  399. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  400. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false, false);
  401. }
  402. else
  403. {
  404. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  405. }
  406. return;
  407. }
  408. else if (name == "RODSV")
  409. {
  410. if (mDepthStencilView != nullptr)
  411. {
  412. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  413. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true, true);
  414. }
  415. else
  416. {
  417. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  418. }
  419. return;
  420. }
  421. else if (name == "RODWSV")
  422. {
  423. if (mDepthStencilView != nullptr)
  424. {
  425. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  426. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(true, false);
  427. }
  428. else
  429. {
  430. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  431. }
  432. return;
  433. }
  434. else if (name == "WDROSV")
  435. {
  436. if (mDepthStencilView != nullptr)
  437. {
  438. D3D11TextureView* d3d11TextureView = static_cast<D3D11TextureView*>(mDepthStencilView.get());
  439. *static_cast<ID3D11DepthStencilView**>(pData) = d3d11TextureView->getDSV(false, true);
  440. }
  441. else
  442. {
  443. *static_cast<ID3D11DepthStencilView**>(pData) = nullptr;
  444. }
  445. return;
  446. }
  447. RenderWindow::getCustomAttribute(name, pData);
  448. }
  449. void D3D11RenderWindow::copyToMemory(PixelData &dst, FrameBuffer buffer)
  450. {
  451. THROW_IF_NOT_CORE_THREAD;
  452. if(mBackBuffer == nullptr)
  453. return;
  454. // Get the backbuffer desc
  455. D3D11_TEXTURE2D_DESC BBDesc;
  456. mBackBuffer->GetDesc(&BBDesc);
  457. ID3D11Texture2D* backbuffer = nullptr;
  458. if(BBDesc.SampleDesc.Quality > 0)
  459. {
  460. D3D11_TEXTURE2D_DESC desc = BBDesc;
  461. desc.Usage = D3D11_USAGE_DEFAULT;
  462. desc.CPUAccessFlags = 0;
  463. desc.BindFlags = 0;
  464. desc.SampleDesc.Quality = 0;
  465. desc.SampleDesc.Count = 1;
  466. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&desc, nullptr, &backbuffer);
  467. if (FAILED(hr) || mDevice.hasError())
  468. {
  469. String errorDescription = mDevice.getErrorDescription();
  470. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  471. }
  472. mDevice.getImmediateContext()->ResolveSubresource(backbuffer, D3D11CalcSubresource(0, 0, 1), mBackBuffer, D3D11CalcSubresource(0, 0, 1), desc.Format);
  473. }
  474. // Change the parameters of the texture so we can read it
  475. BBDesc.Usage = D3D11_USAGE_STAGING;
  476. BBDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  477. BBDesc.BindFlags = 0;
  478. BBDesc.SampleDesc.Quality = 0;
  479. BBDesc.SampleDesc.Count = 1;
  480. // Create a temp buffer to copy to
  481. ID3D11Texture2D* tempTexture;
  482. HRESULT hr = mDevice.getD3D11Device()->CreateTexture2D(&BBDesc, nullptr, &tempTexture);
  483. if (FAILED(hr) || mDevice.hasError())
  484. {
  485. String errorDescription = mDevice.getErrorDescription();
  486. BS_EXCEPT(RenderingAPIException, "Error creating texture\nError Description:" + errorDescription);
  487. }
  488. // Copy the back buffer
  489. mDevice.getImmediateContext()->CopyResource(tempTexture, backbuffer != NULL ? backbuffer : mBackBuffer);
  490. // Map the copied texture
  491. D3D11_MAPPED_SUBRESOURCE mappedTex2D;
  492. mDevice.getImmediateContext()->Map(tempTexture, 0,D3D11_MAP_READ, 0, &mappedTex2D);
  493. // Copy the the texture to the dest
  494. PixelData src(getProperties().width, getProperties().height, 1, PF_RGBA8);
  495. src.setExternalBuffer((UINT8*)mappedTex2D.pData);
  496. PixelUtil::bulkPixelConversion(src, dst);
  497. // Unmap the temp buffer
  498. mDevice.getImmediateContext()->Unmap(tempTexture, 0);
  499. // Release the temp buffer
  500. SAFE_RELEASE(tempTexture);
  501. SAFE_RELEASE(backbuffer);
  502. }
  503. void D3D11RenderWindow::_windowMovedOrResized()
  504. {
  505. THROW_IF_NOT_CORE_THREAD;
  506. if (!mWindow)
  507. return;
  508. mWindow->_windowMovedOrResized();
  509. RenderWindowProperties& props = mProperties;
  510. if (props.isFullScreen) // Fullscreen is handled directly by this object
  511. {
  512. resizeSwapChainBuffers(props.width, props.height);
  513. }
  514. else
  515. {
  516. resizeSwapChainBuffers(mWindow->getWidth(), mWindow->getHeight());
  517. props.width = mWindow->getWidth();
  518. props.height = mWindow->getHeight();
  519. props.top = mWindow->getTop();
  520. props.left = mWindow->getLeft();
  521. }
  522. }
  523. void D3D11RenderWindow::createSwapChain()
  524. {
  525. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  526. RenderWindowProperties& props = mProperties;
  527. IDXGIDevice* pDXGIDevice = queryDxgiDevice();
  528. ZeroMemory(&mSwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
  529. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  530. mSwapChainDesc.OutputWindow = mWindow->getHWnd();
  531. mSwapChainDesc.BufferDesc.Width = props.width;
  532. mSwapChainDesc.BufferDesc.Height = props.height;
  533. mSwapChainDesc.BufferDesc.Format = format;
  534. if (props.isFullScreen)
  535. {
  536. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = mRefreshRateNumerator;
  537. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = mRefreshRateDenominator;
  538. }
  539. else
  540. {
  541. mSwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
  542. mSwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
  543. }
  544. mSwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  545. mSwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  546. mSwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
  547. mSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  548. mSwapChainDesc.BufferCount = 1;
  549. mSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
  550. mSwapChainDesc.Windowed = true;
  551. D3D11RenderAPI* rs = static_cast<D3D11RenderAPI*>(RenderAPI::instancePtr());
  552. rs->determineMultisampleSettings(props.multisampleCount, format, &mMultisampleType);
  553. mSwapChainDesc.SampleDesc.Count = mMultisampleType.Count;
  554. mSwapChainDesc.SampleDesc.Quality = mMultisampleType.Quality;
  555. HRESULT hr;
  556. // Create swap chain
  557. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  558. if (FAILED(hr))
  559. {
  560. // Try a second time, may fail the first time due to back buffer count,
  561. // which will be corrected by the runtime
  562. hr = mDXGIFactory->CreateSwapChain(pDXGIDevice, &mSwapChainDesc, &mSwapChain);
  563. }
  564. SAFE_RELEASE(pDXGIDevice);
  565. if (FAILED(hr))
  566. BS_EXCEPT(RenderingAPIException, "Unable to create swap chain. Error code: " + toString(hr));
  567. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_SwapChain);
  568. }
  569. void D3D11RenderWindow::createSizeDependedD3DResources()
  570. {
  571. SAFE_RELEASE(mBackBuffer);
  572. HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
  573. if(FAILED(hr))
  574. BS_EXCEPT(RenderingAPIException, "Unable to Get Back Buffer for swap chain");
  575. assert(mBackBuffer && !mRenderTargetView);
  576. D3D11_TEXTURE2D_DESC BBDesc;
  577. mBackBuffer->GetDesc(&BBDesc);
  578. D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
  579. ZeroMemory( &RTVDesc, sizeof(RTVDesc) );
  580. RTVDesc.Format = BBDesc.Format;
  581. RTVDesc.ViewDimension = getProperties().multisampleCount > 1 ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
  582. RTVDesc.Texture2D.MipSlice = 0;
  583. hr = mDevice.getD3D11Device()->CreateRenderTargetView(mBackBuffer, &RTVDesc, &mRenderTargetView);
  584. if(FAILED(hr))
  585. {
  586. String errorDescription = mDevice.getErrorDescription();
  587. BS_EXCEPT(RenderingAPIException, "Unable to create rendertagert view\nError Description:" + errorDescription);
  588. }
  589. mDepthStencilView = nullptr;
  590. if (mDesc.depthBuffer)
  591. {
  592. TEXTURE_DESC texDesc;
  593. texDesc.type = TEX_TYPE_2D;
  594. texDesc.width = BBDesc.Width;
  595. texDesc.height = BBDesc.Height;
  596. texDesc.format = PF_D32_S8X24;
  597. texDesc.usage = TU_DEPTHSTENCIL;
  598. texDesc.numSamples = getProperties().multisampleCount;
  599. mDepthStencilBuffer = Texture::create(texDesc);
  600. mDepthStencilView = mDepthStencilBuffer->requestView(0, 1, 0, 1, GVU_DEPTHSTENCIL);
  601. }
  602. else
  603. mDepthStencilBuffer = nullptr;
  604. }
  605. void D3D11RenderWindow::destroySizeDependedD3DResources()
  606. {
  607. SAFE_RELEASE(mBackBuffer);
  608. SAFE_RELEASE(mRenderTargetView);
  609. mDepthStencilBuffer = nullptr;
  610. }
  611. void D3D11RenderWindow::resizeSwapChainBuffers(UINT32 width, UINT32 height)
  612. {
  613. destroySizeDependedD3DResources();
  614. UINT Flags = mProperties.isFullScreen ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
  615. HRESULT hr = mSwapChain->ResizeBuffers(mSwapChainDesc.BufferCount, width, height, mSwapChainDesc.BufferDesc.Format, Flags);
  616. if(hr != S_OK)
  617. BS_EXCEPT(InternalErrorException, "Call to ResizeBuffers failed.");
  618. mSwapChain->GetDesc(&mSwapChainDesc);
  619. mProperties.width = mSwapChainDesc.BufferDesc.Width;
  620. mProperties.height = mSwapChainDesc.BufferDesc.Height;
  621. mProperties.isFullScreen = (0 == mSwapChainDesc.Windowed); // Alt-Enter together with SetWindowAssociation() can change this state
  622. createSizeDependedD3DResources();
  623. mDevice.getImmediateContext()->OMSetRenderTargets(0, 0, 0);
  624. }
  625. IDXGIDevice* D3D11RenderWindow::queryDxgiDevice()
  626. {
  627. if (mDevice.getD3D11Device() == nullptr)
  628. {
  629. BS_EXCEPT(RenderingAPIException, "D3D11Device is null.");
  630. }
  631. IDXGIDevice* pDXGIDevice = nullptr;
  632. HRESULT hr = mDevice.getD3D11Device()->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  633. if(FAILED(hr))
  634. BS_EXCEPT(RenderingAPIException, "Unable to query a DXGIDevice.");
  635. return pDXGIDevice;
  636. }
  637. void D3D11RenderWindow::syncProperties()
  638. {
  639. ScopedSpinLock lock(mLock);
  640. mProperties = mSyncedProperties;
  641. }
  642. }
  643. }