blob: b6c9c667610ffdfed138441781ce535faaab1ce1 [file] [log] [blame]
//
// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include <EGL/eglext.h>
#include "libANGLE/features.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "third_party/trace_event/trace_event.h"
// Precompiled shaders
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
#ifdef ANGLE_ENABLE_KEYEDMUTEX
#define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
#else
#define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED
#endif
namespace rx
{
SwapChain11::SwapChain11(Renderer11 *renderer,
NativeWindow nativeWindow,
HANDLE shareHandle,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation)
: SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat),
mRenderer(renderer),
mWidth(-1),
mHeight(-1),
mOrientation(orientation),
mAppCreatedShareHandle(mShareHandle != nullptr),
mSwapInterval(0),
mPassThroughResourcesInit(false),
mFirstSwap(true),
mSwapChain(nullptr),
mSwapChain1(nullptr),
mKeyedMutex(nullptr),
mBackBufferTexture(nullptr),
mBackBufferRTView(nullptr),
mBackBufferSRView(nullptr),
mNeedsOffscreenTexture(orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE),
mOffscreenTexture(nullptr),
mOffscreenRTView(nullptr),
mOffscreenSRView(nullptr),
mDepthStencilTexture(nullptr),
mDepthStencilDSView(nullptr),
mDepthStencilSRView(nullptr),
mQuadVB(nullptr),
mPassThroughSampler(nullptr),
mPassThroughIL(nullptr),
mPassThroughVS(nullptr),
mPassThroughPS(nullptr),
mPassThroughRS(nullptr),
mColorRenderTarget(this, renderer, false),
mDepthStencilRenderTarget(this, renderer, true)
{
}
SwapChain11::~SwapChain11()
{
release();
}
void SwapChain11::release()
{
SafeRelease(mSwapChain1);
SafeRelease(mSwapChain);
SafeRelease(mKeyedMutex);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
SafeRelease(mBackBufferSRView);
SafeRelease(mOffscreenTexture);
SafeRelease(mOffscreenRTView);
SafeRelease(mOffscreenSRView);
SafeRelease(mDepthStencilTexture);
SafeRelease(mDepthStencilDSView);
SafeRelease(mDepthStencilSRView);
SafeRelease(mQuadVB);
SafeRelease(mPassThroughSampler);
SafeRelease(mPassThroughIL);
SafeRelease(mPassThroughVS);
SafeRelease(mPassThroughPS);
SafeRelease(mPassThroughRS);
if (!mAppCreatedShareHandle)
{
mShareHandle = NULL;
}
}
void SwapChain11::releaseOffscreenColorBuffer()
{
SafeRelease(mOffscreenTexture);
SafeRelease(mOffscreenRTView);
SafeRelease(mOffscreenSRView);
}
void SwapChain11::releaseOffscreenDepthBuffer()
{
SafeRelease(mDepthStencilTexture);
SafeRelease(mDepthStencilDSView);
SafeRelease(mDepthStencilSRView);
}
EGLint SwapChain11::resetOffscreenBuffers(int backbufferWidth, int backbufferHeight)
{
if (mNeedsOffscreenTexture)
{
EGLint result = resetOffscreenColorBuffer(backbufferWidth, backbufferHeight);
if (result != EGL_SUCCESS)
{
return result;
}
}
EGLint result = resetOffscreenDepthBuffer(backbufferWidth, backbufferHeight);
if (result != EGL_SUCCESS)
{
return result;
}
mWidth = backbufferWidth;
mHeight = backbufferHeight;
return EGL_SUCCESS;
}
EGLint SwapChain11::resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight)
{
ASSERT(mNeedsOffscreenTexture);
TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture");
ID3D11Device *device = mRenderer->getDevice();
ASSERT(device != NULL);
// D3D11 does not allow zero size textures
ASSERT(backbufferWidth >= 1);
ASSERT(backbufferHeight >= 1);
// Preserve the render target content
ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
if (previousOffscreenTexture)
{
previousOffscreenTexture->AddRef();
}
const int previousWidth = mWidth;
const int previousHeight = mHeight;
releaseOffscreenColorBuffer();
const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
// If the app passed in a share handle, open the resource
// See EGL_ANGLE_d3d_share_handle_client_buffer
if (mAppCreatedShareHandle)
{
ID3D11Resource *tempResource11;
HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
if (FAILED(result))
{
ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
release();
return EGL_BAD_PARAMETER;
}
result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
SafeRelease(tempResource11);
if (FAILED(result))
{
ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
release();
return EGL_BAD_PARAMETER;
}
// Validate offscreen texture parameters
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
mOffscreenTexture->GetDesc(&offscreenTextureDesc);
if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
offscreenTextureDesc.Height != (UINT)backbufferHeight ||
offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
offscreenTextureDesc.MipLevels != 1 ||
offscreenTextureDesc.ArraySize != 1)
{
ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
release();
return EGL_BAD_PARAMETER;
}
}
else
{
const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight;
offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
offscreenTextureDesc.SampleDesc.Count = 1;
offscreenTextureDesc.SampleDesc.Quality = 0;
offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
offscreenTextureDesc.CPUAccessFlags = 0;
offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;
HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
if (FAILED(result))
{
ERR("Could not create offscreen texture: %08lX", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");
// EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
if (useSharedResource)
{
IDXGIResource *offscreenTextureResource = NULL;
result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
// Fall back to no share handle on failure
if (FAILED(result))
{
ERR("Could not query offscreen texture resource: %08lX", result);
}
else
{
result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
SafeRelease(offscreenTextureResource);
if (FAILED(result))
{
mShareHandle = NULL;
ERR("Could not get offscreen texture shared handle: %08lX", result);
}
}
}
mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture);
}
D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
offscreenRTVDesc.Texture2D.MipSlice = 0;
HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
if (previousOffscreenTexture != nullptr)
{
D3D11_BOX sourceBox = {0};
sourceBox.left = 0;
sourceBox.right = std::min(previousWidth, backbufferWidth);
sourceBox.top = std::max(previousHeight - backbufferHeight, 0);
sourceBox.bottom = previousHeight;
sourceBox.front = 0;
sourceBox.back = 1;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
const int yoffset = std::max(backbufferHeight - previousHeight, 0);
deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0,
previousOffscreenTexture, 0, &sourceBox);
SafeRelease(previousOffscreenTexture);
if (mSwapChain)
{
swapRect(0, 0, backbufferWidth, backbufferHeight);
}
}
return EGL_SUCCESS;
}
EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight)
{
releaseOffscreenDepthBuffer();
if (mDepthBufferFormat != GL_NONE)
{
const d3d11::TextureFormat &depthBufferFormatInfo =
d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps());
D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
depthStencilTextureDesc.Width = backbufferWidth;
depthStencilTextureDesc.Height = backbufferHeight;
depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
depthStencilTextureDesc.SampleDesc.Count = 1;
depthStencilTextureDesc.SampleDesc.Quality = 0;
depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
{
depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
depthStencilTextureDesc.CPUAccessFlags = 0;
depthStencilTextureDesc.MiscFlags = 0;
ID3D11Device *device = mRenderer->getDevice();
HRESULT result =
device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
if (FAILED(result))
{
ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = 0;
depthStencilDesc.Texture2D.MipSlice = 0;
result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
}
}
return EGL_SUCCESS;
}
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
{
return EGL_BAD_ACCESS;
}
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
if (backbufferWidth < 1 || backbufferHeight < 1)
{
return EGL_SUCCESS;
}
// Don't resize unnecessarily
if (mWidth == backbufferWidth && mHeight == backbufferHeight)
{
return EGL_SUCCESS;
}
// Can only call resize if we have already created our swap buffer and resources
ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView && mBackBufferSRView);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
SafeRelease(mBackBufferSRView);
// Resize swap chain
DXGI_SWAP_CHAIN_DESC desc;
HRESULT result = mSwapChain->GetDesc(&desc);
if (FAILED(result))
{
ERR("Error reading swap chain description: 0x%08X", result);
release();
return EGL_BAD_ALLOC;
}
result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 0);
if (FAILED(result))
{
ERR("Error resizing swap chain buffers: 0x%08X", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
}
result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource");
}
}
mFirstSwap = true;
return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
}
DXGI_FORMAT SwapChain11::getSwapChainNativeFormat() const
{
// Return a render target format for offscreen rendering is supported by IDXGISwapChain.
// MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064(v=vs.85).aspx
return (mOffscreenRenderTargetFormat == GL_BGRA8_EXT) ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_R8G8B8A8_UNORM;
}
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
mSwapInterval = static_cast<unsigned int>(swapInterval);
if (mSwapInterval > 4)
{
// IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4]
// range
return EGL_BAD_PARAMETER;
}
// If the swap chain already exists, just resize
if (mSwapChain != nullptr)
{
return resize(backbufferWidth, backbufferHeight);
}
TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
{
return EGL_BAD_ACCESS;
}
// Release specific resources to free up memory for the new render target, while the
// old render target still exists for the purpose of preserving its contents.
SafeRelease(mSwapChain1);
SafeRelease(mSwapChain);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
if (backbufferWidth < 1 || backbufferHeight < 1)
{
releaseOffscreenColorBuffer();
return EGL_SUCCESS;
}
if (mNativeWindow.getNativeWindow())
{
HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
getSwapChainNativeFormat(),
backbufferWidth, backbufferHeight, &mSwapChain);
if (FAILED(result))
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
{
mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
}
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource view");
}
mFirstSwap = true;
return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
}
void SwapChain11::initPassThroughResources()
{
if (mPassThroughResourcesInit)
{
return;
}
TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");
ID3D11Device *device = mRenderer->getDevice();
ASSERT(device != NULL);
// Make sure our resources are all not allocated, when we create
ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0.0f;
samplerDesc.BorderColor[1] = 0.0f;
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
D3D11_INPUT_ELEMENT_DESC quadLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
// Use the default rasterizer state but without culling
D3D11_RASTERIZER_DESC rasterizerDesc;
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.FrontCounterClockwise = FALSE;
rasterizerDesc.DepthBias = 0;
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
rasterizerDesc.DepthBiasClamp = 0.0f;
rasterizerDesc.DepthClipEnable = TRUE;
rasterizerDesc.ScissorEnable = FALSE;
rasterizerDesc.MultisampleEnable = FALSE;
rasterizerDesc.AntialiasedLineEnable = FALSE;
result = device->CreateRasterizerState(&rasterizerDesc, &mPassThroughRS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughRS, "Swap chain pass through rasterizer state");
mPassThroughResourcesInit = true;
}
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (mNeedsOffscreenTexture)
{
EGLint result = copyOffscreenToBackbuffer(x, y, width, height);
if (result != EGL_SUCCESS)
{
return result;
}
}
EGLint result = present(x, y, width, height);
if (result != EGL_SUCCESS)
{
return result;
}
mRenderer->onSwap();
return EGL_SUCCESS;
}
EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
return EGL_SUCCESS;
}
initPassThroughResources();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return EGL_BAD_ACCESS;
}
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
// Create a quad in homogeneous coordinates
float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
float u1 = x / float(mWidth);
float v1 = y / float(mHeight);
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
// Invert the quad vertices depending on the surface orientation.
if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
{
std::swap(x1, x2);
}
if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
{
std::swap(y1, y2);
}
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
deviceContext->Unmap(mQuadVB, 0);
static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
static UINT startIdx = 0;
deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
// Apply state
deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
deviceContext->RSSetState(mPassThroughRS);
// Apply shaders
deviceContext->IASetInputLayout(mPassThroughIL);
deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
deviceContext->GSSetShader(NULL, NULL, 0);
// Apply render targets
mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(mWidth);
viewport.Height = static_cast<FLOAT>(mHeight);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
// Draw
deviceContext->Draw(4, 0);
// Rendering to the swapchain is now complete. Now we can call Present().
// Before that, we perform any cleanup on the D3D device. We do this before Present() to make sure the
// cleanup is caught under the current eglSwapBuffers() PIX/Graphics Diagnostics call rather than the next one.
mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
mRenderer->markAllStateDirty();
return EGL_SUCCESS;
}
EGLint SwapChain11::present(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
return EGL_SUCCESS;
}
UINT swapInterval = mSwapInterval;
#if ANGLE_VSYNC == ANGLE_DISABLED
swapInterval = 0;
#endif
HRESULT result = S_OK;
// Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
if (mSwapChain1 != nullptr)
{
if (mFirstSwap)
{
// Can't swap with a dirty rect if this swap chain has never swapped before
DXGI_PRESENT_PARAMETERS params = {0, nullptr, nullptr, nullptr};
result = mSwapChain1->Present1(swapInterval, 0, &params);
}
else
{
RECT rect = {static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)};
DXGI_PRESENT_PARAMETERS params = {1, &rect, nullptr, nullptr};
result = mSwapChain1->Present1(swapInterval, 0, &params);
}
}
else
{
result = mSwapChain->Present(swapInterval, 0);
}
mFirstSwap = false;
// Some swapping mechanisms such as DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL unbind the current render
// target. Mark it dirty.
mRenderer->markRenderTargetStateDirty();
if (result == DXGI_ERROR_DEVICE_REMOVED)
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT removedReason = device->GetDeviceRemovedReason();
UNUSED_TRACE_VARIABLE(removedReason);
ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
return EGL_CONTEXT_LOST;
}
else if (result == DXGI_ERROR_DEVICE_RESET)
{
ERR("Present failed: the D3D11 device was reset from a bad command.");
return EGL_CONTEXT_LOST;
}
else if (FAILED(result))
{
ERR("Present failed with error code 0x%08X", result);
}
mNativeWindow.commitChange();
return EGL_SUCCESS;
}
ID3D11Texture2D *SwapChain11::getOffscreenTexture()
{
return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture;
}
ID3D11RenderTargetView *SwapChain11::getRenderTarget()
{
return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView;
}
ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
{
return mNeedsOffscreenTexture ? mOffscreenSRView : mBackBufferSRView;
}
ID3D11DepthStencilView *SwapChain11::getDepthStencil()
{
return mDepthStencilDSView;
}
ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
{
return mDepthStencilSRView;
}
ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
{
return mDepthStencilTexture;
}
void SwapChain11::recreate()
{
// possibly should use this method instead of reset
}
}