gfx/angle/src/libGLESv2/renderer/SwapChain11.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/SwapChain11.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,767 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
    1.12 +
    1.13 +#include "libGLESv2/renderer/SwapChain11.h"
    1.14 +
    1.15 +#include "libGLESv2/renderer/renderer11_utils.h"
    1.16 +#include "libGLESv2/renderer/Renderer11.h"
    1.17 +#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
    1.18 +#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
    1.19 +
    1.20 +namespace rx
    1.21 +{
    1.22 +
    1.23 +SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
    1.24 +                         GLenum backBufferFormat, GLenum depthBufferFormat)
    1.25 +    : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
    1.26 +{
    1.27 +    mSwapChain = NULL;
    1.28 +    mBackBufferTexture = NULL;
    1.29 +    mBackBufferRTView = NULL;
    1.30 +    mOffscreenTexture = NULL;
    1.31 +    mOffscreenRTView = NULL;
    1.32 +    mOffscreenSRView = NULL;
    1.33 +    mDepthStencilTexture = NULL;
    1.34 +    mDepthStencilDSView = NULL;
    1.35 +    mQuadVB = NULL;
    1.36 +    mPassThroughSampler = NULL;
    1.37 +    mPassThroughIL = NULL;
    1.38 +    mPassThroughVS = NULL;
    1.39 +    mPassThroughPS = NULL;
    1.40 +    mWidth = -1;
    1.41 +    mHeight = -1;
    1.42 +    mSwapInterval = 0;
    1.43 +    mAppCreatedShareHandle = mShareHandle != NULL;
    1.44 +    mPassThroughResourcesInit = false;
    1.45 +}
    1.46 +
    1.47 +SwapChain11::~SwapChain11()
    1.48 +{
    1.49 +    release();
    1.50 +}
    1.51 +
    1.52 +void SwapChain11::release()
    1.53 +{
    1.54 +    if (mSwapChain)
    1.55 +    {
    1.56 +        mSwapChain->Release();
    1.57 +        mSwapChain = NULL;
    1.58 +    }
    1.59 +
    1.60 +    if (mBackBufferTexture)
    1.61 +    {
    1.62 +        mBackBufferTexture->Release();
    1.63 +        mBackBufferTexture = NULL;
    1.64 +    }
    1.65 +
    1.66 +    if (mBackBufferRTView)
    1.67 +    {
    1.68 +        mBackBufferRTView->Release();
    1.69 +        mBackBufferRTView = NULL;
    1.70 +    }
    1.71 +
    1.72 +    if (mOffscreenTexture)
    1.73 +    {
    1.74 +        mOffscreenTexture->Release();
    1.75 +        mOffscreenTexture = NULL;
    1.76 +    }
    1.77 +
    1.78 +    if (mOffscreenRTView)
    1.79 +    {
    1.80 +        mOffscreenRTView->Release();
    1.81 +        mOffscreenRTView = NULL;
    1.82 +    }
    1.83 +
    1.84 +    if (mOffscreenSRView)
    1.85 +    {
    1.86 +        mOffscreenSRView->Release();
    1.87 +        mOffscreenSRView = NULL;
    1.88 +    }
    1.89 +
    1.90 +    if (mDepthStencilTexture)
    1.91 +    {
    1.92 +        mDepthStencilTexture->Release();
    1.93 +        mDepthStencilTexture = NULL;
    1.94 +    }
    1.95 +
    1.96 +    if (mDepthStencilDSView)
    1.97 +    {
    1.98 +        mDepthStencilDSView->Release();
    1.99 +        mDepthStencilDSView = NULL;
   1.100 +    }
   1.101 +
   1.102 +    if (mQuadVB)
   1.103 +    {
   1.104 +        mQuadVB->Release();
   1.105 +        mQuadVB = NULL;
   1.106 +    }
   1.107 +
   1.108 +    if (mPassThroughSampler)
   1.109 +    {
   1.110 +        mPassThroughSampler->Release();
   1.111 +        mPassThroughSampler = NULL;
   1.112 +    }
   1.113 +
   1.114 +    if (mPassThroughIL)
   1.115 +    {
   1.116 +        mPassThroughIL->Release();
   1.117 +        mPassThroughIL = NULL;
   1.118 +    }
   1.119 +
   1.120 +    if (mPassThroughVS)
   1.121 +    {
   1.122 +        mPassThroughVS->Release();
   1.123 +        mPassThroughVS = NULL;
   1.124 +    }
   1.125 +
   1.126 +    if (mPassThroughPS)
   1.127 +    {
   1.128 +        mPassThroughPS->Release();
   1.129 +        mPassThroughPS = NULL;
   1.130 +    }
   1.131 +
   1.132 +    if (!mAppCreatedShareHandle)
   1.133 +    {
   1.134 +        mShareHandle = NULL;
   1.135 +    }
   1.136 +}
   1.137 +
   1.138 +void SwapChain11::releaseOffscreenTexture()
   1.139 +{
   1.140 +    if (mOffscreenTexture)
   1.141 +    {
   1.142 +        mOffscreenTexture->Release();
   1.143 +        mOffscreenTexture = NULL;
   1.144 +    }
   1.145 +
   1.146 +    if (mOffscreenRTView)
   1.147 +    {
   1.148 +        mOffscreenRTView->Release();
   1.149 +        mOffscreenRTView = NULL;
   1.150 +    }
   1.151 +
   1.152 +    if (mOffscreenSRView)
   1.153 +    {
   1.154 +        mOffscreenSRView->Release();
   1.155 +        mOffscreenSRView = NULL;
   1.156 +    }
   1.157 +
   1.158 +    if (mDepthStencilTexture)
   1.159 +    {
   1.160 +        mDepthStencilTexture->Release();
   1.161 +        mDepthStencilTexture = NULL;
   1.162 +    }
   1.163 +
   1.164 +    if (mDepthStencilDSView)
   1.165 +    {
   1.166 +        mDepthStencilDSView->Release();
   1.167 +        mDepthStencilDSView = NULL;
   1.168 +    }
   1.169 +}
   1.170 +
   1.171 +EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
   1.172 +{
   1.173 +    ID3D11Device *device = mRenderer->getDevice();
   1.174 +
   1.175 +    ASSERT(device != NULL);
   1.176 +
   1.177 +    // D3D11 does not allow zero size textures
   1.178 +    ASSERT(backbufferWidth >= 1);
   1.179 +    ASSERT(backbufferHeight >= 1);
   1.180 +
   1.181 +    // Preserve the render target content
   1.182 +    ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
   1.183 +    if (previousOffscreenTexture)
   1.184 +    {
   1.185 +        previousOffscreenTexture->AddRef();
   1.186 +    }
   1.187 +    const int previousWidth = mWidth;
   1.188 +    const int previousHeight = mHeight;
   1.189 +
   1.190 +    releaseOffscreenTexture();
   1.191 +
   1.192 +    // If the app passed in a share handle, open the resource
   1.193 +    // See EGL_ANGLE_d3d_share_handle_client_buffer
   1.194 +    if (mAppCreatedShareHandle)
   1.195 +    {
   1.196 +        ID3D11Resource *tempResource11;
   1.197 +        HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
   1.198 +
   1.199 +        if (FAILED(result))
   1.200 +        {
   1.201 +            ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
   1.202 +            release();
   1.203 +            return EGL_BAD_PARAMETER;
   1.204 +        }
   1.205 +
   1.206 +        result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
   1.207 +        tempResource11->Release();
   1.208 +
   1.209 +        if (FAILED(result))
   1.210 +        {
   1.211 +            ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
   1.212 +            release();
   1.213 +            return EGL_BAD_PARAMETER;
   1.214 +        }
   1.215 +
   1.216 +        // Validate offscreen texture parameters
   1.217 +        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
   1.218 +        mOffscreenTexture->GetDesc(&offscreenTextureDesc);
   1.219 +
   1.220 +        if (offscreenTextureDesc.Width != (UINT)backbufferWidth
   1.221 +            || offscreenTextureDesc.Height != (UINT)backbufferHeight
   1.222 +            || offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat)
   1.223 +            || offscreenTextureDesc.MipLevels != 1
   1.224 +            || offscreenTextureDesc.ArraySize != 1)
   1.225 +        {
   1.226 +            ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
   1.227 +            release();
   1.228 +            return EGL_BAD_PARAMETER;
   1.229 +        }
   1.230 +    }
   1.231 +    else
   1.232 +    {
   1.233 +        const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();
   1.234 +
   1.235 +        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
   1.236 +        offscreenTextureDesc.Width = backbufferWidth;
   1.237 +        offscreenTextureDesc.Height = backbufferHeight;
   1.238 +        offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
   1.239 +        offscreenTextureDesc.MipLevels = 1;
   1.240 +        offscreenTextureDesc.ArraySize = 1;
   1.241 +        offscreenTextureDesc.SampleDesc.Count = 1;
   1.242 +        offscreenTextureDesc.SampleDesc.Quality = 0;
   1.243 +        offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
   1.244 +        offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
   1.245 +        offscreenTextureDesc.CPUAccessFlags = 0;
   1.246 +        offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
   1.247 +
   1.248 +        HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
   1.249 +
   1.250 +        if (FAILED(result))
   1.251 +        {
   1.252 +            ERR("Could not create offscreen texture: %08lX", result);
   1.253 +            release();
   1.254 +
   1.255 +            if (d3d11::isDeviceLostError(result))
   1.256 +            {
   1.257 +                return EGL_CONTEXT_LOST;
   1.258 +            }
   1.259 +            else
   1.260 +            {
   1.261 +                return EGL_BAD_ALLOC;
   1.262 +            }
   1.263 +        }
   1.264 +
   1.265 +        d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture");
   1.266 +
   1.267 +        // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
   1.268 +        if (useSharedResource)
   1.269 +        {
   1.270 +            IDXGIResource *offscreenTextureResource = NULL;
   1.271 +            result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
   1.272 +
   1.273 +            // Fall back to no share handle on failure
   1.274 +            if (FAILED(result))
   1.275 +            {
   1.276 +                ERR("Could not query offscreen texture resource: %08lX", result);
   1.277 +            }
   1.278 +            else
   1.279 +            {
   1.280 +                result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
   1.281 +
   1.282 +                if (FAILED(result))
   1.283 +                {
   1.284 +                    mShareHandle = NULL;
   1.285 +                    ERR("Could not get offscreen texture shared handle: %08lX", result);
   1.286 +                }
   1.287 +            }
   1.288 +        }
   1.289 +    }
   1.290 +        
   1.291 +    HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
   1.292 +
   1.293 +    ASSERT(SUCCEEDED(result));
   1.294 +    d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
   1.295 +
   1.296 +    result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
   1.297 +    ASSERT(SUCCEEDED(result));
   1.298 +    d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
   1.299 +
   1.300 +    if (mDepthBufferFormat != GL_NONE)
   1.301 +    {
   1.302 +        D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
   1.303 +        depthStencilDesc.Width = backbufferWidth;
   1.304 +        depthStencilDesc.Height = backbufferHeight;
   1.305 +        depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
   1.306 +        depthStencilDesc.MipLevels = 1;
   1.307 +        depthStencilDesc.ArraySize = 1;
   1.308 +        depthStencilDesc.SampleDesc.Count = 1;
   1.309 +        depthStencilDesc.SampleDesc.Quality = 0;
   1.310 +        depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
   1.311 +        depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
   1.312 +        depthStencilDesc.CPUAccessFlags = 0;
   1.313 +        depthStencilDesc.MiscFlags = 0;
   1.314 +
   1.315 +        result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
   1.316 +        if (FAILED(result))
   1.317 +        {
   1.318 +            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
   1.319 +            release();
   1.320 +
   1.321 +            if (d3d11::isDeviceLostError(result))
   1.322 +            {
   1.323 +                return EGL_CONTEXT_LOST;
   1.324 +            }
   1.325 +            else
   1.326 +            {
   1.327 +                return EGL_BAD_ALLOC;
   1.328 +            }
   1.329 +        }
   1.330 +        d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");
   1.331 +
   1.332 +        result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
   1.333 +        ASSERT(SUCCEEDED(result));
   1.334 +        d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
   1.335 +    }
   1.336 +
   1.337 +    mWidth = backbufferWidth;
   1.338 +    mHeight = backbufferHeight;
   1.339 +
   1.340 +    if (previousOffscreenTexture != NULL)
   1.341 +    {
   1.342 +        D3D11_BOX sourceBox = {0};
   1.343 +        sourceBox.left = 0;
   1.344 +        sourceBox.right = std::min(previousWidth, mWidth);
   1.345 +        sourceBox.top = std::max(previousHeight - mHeight, 0);
   1.346 +        sourceBox.bottom = previousHeight;
   1.347 +        sourceBox.front = 0;
   1.348 +        sourceBox.back = 1;
   1.349 +
   1.350 +        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
   1.351 +        const int yoffset = std::max(mHeight - previousHeight, 0);
   1.352 +        deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
   1.353 +
   1.354 +        previousOffscreenTexture->Release();
   1.355 +
   1.356 +        if (mSwapChain)
   1.357 +        {
   1.358 +            swapRect(0, 0, mWidth, mHeight);
   1.359 +        }
   1.360 +    }
   1.361 +
   1.362 +    return EGL_SUCCESS;
   1.363 +}
   1.364 +
   1.365 +EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
   1.366 +{
   1.367 +    ID3D11Device *device = mRenderer->getDevice();
   1.368 +
   1.369 +    if (device == NULL)
   1.370 +    {
   1.371 +        return EGL_BAD_ACCESS;
   1.372 +    }
   1.373 +
   1.374 +    // Can only call resize if we have already created our swap buffer and resources
   1.375 +    ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
   1.376 +
   1.377 +    if (mBackBufferTexture)
   1.378 +    {
   1.379 +        mBackBufferTexture->Release();
   1.380 +        mBackBufferTexture = NULL;
   1.381 +    }
   1.382 +
   1.383 +    if (mBackBufferRTView)
   1.384 +    {
   1.385 +        mBackBufferRTView->Release();
   1.386 +        mBackBufferRTView = NULL;
   1.387 +    }
   1.388 +
   1.389 +    // Resize swap chain
   1.390 +    DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
   1.391 +    HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
   1.392 +
   1.393 +    if (FAILED(result))
   1.394 +    {
   1.395 +        ERR("Error resizing swap chain buffers: 0x%08X", result);
   1.396 +        release();
   1.397 +
   1.398 +        if (d3d11::isDeviceLostError(result))
   1.399 +        {
   1.400 +            return EGL_CONTEXT_LOST;
   1.401 +        }
   1.402 +        else
   1.403 +        {
   1.404 +            return EGL_BAD_ALLOC;
   1.405 +        }
   1.406 +    }
   1.407 +
   1.408 +    result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
   1.409 +    ASSERT(SUCCEEDED(result));
   1.410 +    if (SUCCEEDED(result))
   1.411 +    {
   1.412 +        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
   1.413 +    }
   1.414 +
   1.415 +    result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
   1.416 +    ASSERT(SUCCEEDED(result));
   1.417 +    if (SUCCEEDED(result))
   1.418 +    {
   1.419 +        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
   1.420 +    }
   1.421 +
   1.422 +    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
   1.423 +}
   1.424 +
   1.425 +EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
   1.426 +{
   1.427 +    ID3D11Device *device = mRenderer->getDevice();
   1.428 +
   1.429 +    if (device == NULL)
   1.430 +    {
   1.431 +        return EGL_BAD_ACCESS;
   1.432 +    }
   1.433 +
   1.434 +    // Release specific resources to free up memory for the new render target, while the
   1.435 +    // old render target still exists for the purpose of preserving its contents.
   1.436 +    if (mSwapChain)
   1.437 +    {
   1.438 +        mSwapChain->Release();
   1.439 +        mSwapChain = NULL;
   1.440 +    }
   1.441 +
   1.442 +    if (mBackBufferTexture)
   1.443 +    {
   1.444 +        mBackBufferTexture->Release();
   1.445 +        mBackBufferTexture = NULL;
   1.446 +    }
   1.447 +
   1.448 +    if (mBackBufferRTView)
   1.449 +    {
   1.450 +        mBackBufferRTView->Release();
   1.451 +        mBackBufferRTView = NULL;
   1.452 +    }
   1.453 +
   1.454 +    mSwapInterval = static_cast<unsigned int>(swapInterval);
   1.455 +    if (mSwapInterval > 4)
   1.456 +    {
   1.457 +        // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
   1.458 +        return EGL_BAD_PARAMETER;
   1.459 +    }
   1.460 +
   1.461 +    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
   1.462 +    if (backbufferWidth < 1 || backbufferHeight < 1)
   1.463 +    {
   1.464 +        releaseOffscreenTexture();
   1.465 +        return EGL_SUCCESS;
   1.466 +    }
   1.467 +
   1.468 +    if (mWindow)
   1.469 +    {
   1.470 +        // We cannot create a swap chain for an HWND that is owned by a different process
   1.471 +        DWORD currentProcessId = GetCurrentProcessId();
   1.472 +        DWORD wndProcessId;
   1.473 +        GetWindowThreadProcessId(mWindow, &wndProcessId);
   1.474 +
   1.475 +        if (currentProcessId != wndProcessId)
   1.476 +        {
   1.477 +            ERR("Could not create swap chain, window owned by different process");
   1.478 +            release();
   1.479 +            return EGL_BAD_NATIVE_WINDOW;
   1.480 +        }
   1.481 +
   1.482 +        IDXGIFactory *factory = mRenderer->getDxgiFactory();
   1.483 +
   1.484 +        DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
   1.485 +        swapChainDesc.BufferCount = 2;
   1.486 +        swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
   1.487 +        swapChainDesc.BufferDesc.Width = backbufferWidth;
   1.488 +        swapChainDesc.BufferDesc.Height = backbufferHeight;
   1.489 +        swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
   1.490 +        swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
   1.491 +        swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
   1.492 +        swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
   1.493 +        swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
   1.494 +        swapChainDesc.Flags = 0;
   1.495 +        swapChainDesc.OutputWindow = mWindow;
   1.496 +        swapChainDesc.SampleDesc.Count = 1;
   1.497 +        swapChainDesc.SampleDesc.Quality = 0;
   1.498 +        swapChainDesc.Windowed = TRUE;
   1.499 +
   1.500 +        HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
   1.501 +
   1.502 +        if (FAILED(result))
   1.503 +        {
   1.504 +            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
   1.505 +            release();
   1.506 +
   1.507 +            if (d3d11::isDeviceLostError(result))
   1.508 +            {
   1.509 +                return EGL_CONTEXT_LOST;
   1.510 +            }
   1.511 +            else
   1.512 +            {
   1.513 +                return EGL_BAD_ALLOC;
   1.514 +            }
   1.515 +        }
   1.516 +
   1.517 +        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
   1.518 +        ASSERT(SUCCEEDED(result));
   1.519 +        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
   1.520 +
   1.521 +        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
   1.522 +        ASSERT(SUCCEEDED(result));
   1.523 +        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
   1.524 +    }
   1.525 +
   1.526 +    // If we are resizing the swap chain, we don't wish to recreate all the static resources
   1.527 +    if (!mPassThroughResourcesInit)
   1.528 +    {
   1.529 +        mPassThroughResourcesInit = true;
   1.530 +        initPassThroughResources();
   1.531 +    }
   1.532 +
   1.533 +    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
   1.534 +}
   1.535 +
   1.536 +void SwapChain11::initPassThroughResources()
   1.537 +{
   1.538 +    ID3D11Device *device = mRenderer->getDevice();
   1.539 +
   1.540 +    ASSERT(device != NULL);
   1.541 +
   1.542 +    // Make sure our resources are all not allocated, when we create
   1.543 +    ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
   1.544 +    ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
   1.545 +
   1.546 +    D3D11_BUFFER_DESC vbDesc;
   1.547 +    vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
   1.548 +    vbDesc.Usage = D3D11_USAGE_DYNAMIC;
   1.549 +    vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
   1.550 +    vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
   1.551 +    vbDesc.MiscFlags = 0;
   1.552 +    vbDesc.StructureByteStride = 0;
   1.553 +
   1.554 +    HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
   1.555 +    ASSERT(SUCCEEDED(result));
   1.556 +    d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
   1.557 +
   1.558 +    D3D11_SAMPLER_DESC samplerDesc;
   1.559 +    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
   1.560 +    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
   1.561 +    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
   1.562 +    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
   1.563 +    samplerDesc.MipLODBias = 0.0f;
   1.564 +    samplerDesc.MaxAnisotropy = 0;
   1.565 +    samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
   1.566 +    samplerDesc.BorderColor[0] = 0.0f;
   1.567 +    samplerDesc.BorderColor[1] = 0.0f;
   1.568 +    samplerDesc.BorderColor[2] = 0.0f;
   1.569 +    samplerDesc.BorderColor[3] = 0.0f;
   1.570 +    samplerDesc.MinLOD = 0;
   1.571 +    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
   1.572 +
   1.573 +    result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
   1.574 +    ASSERT(SUCCEEDED(result));
   1.575 +    d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
   1.576 +
   1.577 +    D3D11_INPUT_ELEMENT_DESC quadLayout[] =
   1.578 +    {
   1.579 +        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
   1.580 +        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
   1.581 +    };
   1.582 +
   1.583 +    result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
   1.584 +    ASSERT(SUCCEEDED(result));
   1.585 +    d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
   1.586 +
   1.587 +    result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
   1.588 +    ASSERT(SUCCEEDED(result));
   1.589 +    d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
   1.590 +
   1.591 +    result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS);
   1.592 +    ASSERT(SUCCEEDED(result));
   1.593 +    d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
   1.594 +}
   1.595 +
   1.596 +// parameters should be validated/clamped by caller
   1.597 +EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
   1.598 +{
   1.599 +    if (!mSwapChain)
   1.600 +    {
   1.601 +        return EGL_SUCCESS;
   1.602 +    }
   1.603 +
   1.604 +    ID3D11Device *device = mRenderer->getDevice();
   1.605 +    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
   1.606 +
   1.607 +    // Set vertices
   1.608 +    D3D11_MAPPED_SUBRESOURCE mappedResource;
   1.609 +    HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
   1.610 +    if (FAILED(result))
   1.611 +    {
   1.612 +        return EGL_BAD_ACCESS;
   1.613 +    }
   1.614 +
   1.615 +    d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
   1.616 +
   1.617 +    // Create a quad in homogeneous coordinates
   1.618 +    float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
   1.619 +    float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
   1.620 +    float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
   1.621 +    float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
   1.622 +
   1.623 +    float u1 = x / float(mWidth);
   1.624 +    float v1 = y / float(mHeight);
   1.625 +    float u2 = (x + width) / float(mWidth);
   1.626 +    float v2 = (y + height) / float(mHeight);
   1.627 +
   1.628 +    d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
   1.629 +    d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
   1.630 +    d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
   1.631 +    d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
   1.632 +
   1.633 +    deviceContext->Unmap(mQuadVB, 0);
   1.634 +
   1.635 +    static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
   1.636 +    static UINT startIdx = 0;
   1.637 +    deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
   1.638 +
   1.639 +    // Apply state
   1.640 +    deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
   1.641 +
   1.642 +    static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
   1.643 +    deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
   1.644 +
   1.645 +    deviceContext->RSSetState(NULL);
   1.646 +
   1.647 +    // Apply shaders
   1.648 +    deviceContext->IASetInputLayout(mPassThroughIL);
   1.649 +    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
   1.650 +    deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
   1.651 +    deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
   1.652 +    deviceContext->GSSetShader(NULL, NULL, 0);
   1.653 +
   1.654 +    // Apply render targets
   1.655 +    mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
   1.656 +
   1.657 +    // Set the viewport
   1.658 +    D3D11_VIEWPORT viewport;
   1.659 +    viewport.TopLeftX = 0;
   1.660 +    viewport.TopLeftY = 0;
   1.661 +    viewport.Width = mWidth;
   1.662 +    viewport.Height = mHeight;
   1.663 +    viewport.MinDepth = 0.0f;
   1.664 +    viewport.MaxDepth = 1.0f;
   1.665 +    deviceContext->RSSetViewports(1, &viewport);
   1.666 +
   1.667 +    // Apply textures
   1.668 +    deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
   1.669 +    deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
   1.670 +
   1.671 +    // Draw
   1.672 +    deviceContext->Draw(4, 0);
   1.673 +    result = mSwapChain->Present(mSwapInterval, 0);
   1.674 +
   1.675 +    if (result == DXGI_ERROR_DEVICE_REMOVED)
   1.676 +    {
   1.677 +        HRESULT removedReason = device->GetDeviceRemovedReason();
   1.678 +        ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
   1.679 +        return EGL_CONTEXT_LOST;
   1.680 +    }
   1.681 +    else if (result == DXGI_ERROR_DEVICE_RESET)
   1.682 +    {
   1.683 +        ERR("Present failed: the D3D11 device was reset from a bad command.");
   1.684 +        return EGL_CONTEXT_LOST;
   1.685 +    }
   1.686 +    else if (FAILED(result))
   1.687 +    {
   1.688 +        ERR("Present failed with error code 0x%08X", result);
   1.689 +    }
   1.690 +
   1.691 +    // Unbind
   1.692 +    static ID3D11ShaderResourceView *const nullSRV = NULL;
   1.693 +    deviceContext->PSSetShaderResources(0, 1, &nullSRV);
   1.694 +
   1.695 +    mRenderer->unapplyRenderTargets();
   1.696 +    mRenderer->markAllStateDirty();
   1.697 +
   1.698 +    return EGL_SUCCESS;
   1.699 +}
   1.700 +
   1.701 +// Increments refcount on texture.
   1.702 +// caller must Release() the returned texture
   1.703 +ID3D11Texture2D *SwapChain11::getOffscreenTexture()
   1.704 +{
   1.705 +    if (mOffscreenTexture)
   1.706 +    {
   1.707 +        mOffscreenTexture->AddRef();
   1.708 +    }
   1.709 +
   1.710 +    return mOffscreenTexture;
   1.711 +}
   1.712 +
   1.713 +// Increments refcount on view.
   1.714 +// caller must Release() the returned view
   1.715 +ID3D11RenderTargetView *SwapChain11::getRenderTarget()
   1.716 +{
   1.717 +    if (mOffscreenRTView)
   1.718 +    {
   1.719 +        mOffscreenRTView->AddRef();
   1.720 +    }
   1.721 +
   1.722 +    return mOffscreenRTView;
   1.723 +}
   1.724 +
   1.725 +// Increments refcount on view.
   1.726 +// caller must Release() the returned view
   1.727 +ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
   1.728 +{
   1.729 +    if (mOffscreenSRView)
   1.730 +    {
   1.731 +        mOffscreenSRView->AddRef();
   1.732 +    }
   1.733 +
   1.734 +    return mOffscreenSRView;
   1.735 +}
   1.736 +
   1.737 +// Increments refcount on view.
   1.738 +// caller must Release() the returned view
   1.739 +ID3D11DepthStencilView *SwapChain11::getDepthStencil()
   1.740 +{
   1.741 +    if (mDepthStencilDSView)
   1.742 +    {
   1.743 +        mDepthStencilDSView->AddRef();
   1.744 +    }
   1.745 +
   1.746 +    return mDepthStencilDSView;
   1.747 +}
   1.748 +
   1.749 +ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
   1.750 +{
   1.751 +    if (mDepthStencilTexture)
   1.752 +    {
   1.753 +        mDepthStencilTexture->AddRef();
   1.754 +    }
   1.755 +
   1.756 +    return mDepthStencilTexture;
   1.757 +}
   1.758 +
   1.759 +SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
   1.760 +{
   1.761 +    ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
   1.762 +    return static_cast<rx::SwapChain11*>(swapChain);
   1.763 +}
   1.764 +
   1.765 +void SwapChain11::recreate()
   1.766 +{
   1.767 +    // possibly should use this method instead of reset
   1.768 +}
   1.769 +
   1.770 +}

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