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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp446
1 files changed, 334 insertions, 112 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
index 0af2cf12c6..785a83cd77 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -7,46 +7,82 @@
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
-#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#include <EGL/eglext.h>
+
+#include "libANGLE/features.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
-#include "libANGLE/features.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)
- : mRenderer(renderer),
- SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat),
+namespace
+{
+bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow nativeWindow, EGLint orientation)
+{
+ // We don't need an offscreen texture if either orientation = INVERT_Y,
+ // or present path fast is enabled and we're not rendering onto an offscreen surface.
+ return orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE &&
+ !(renderer->presentPathFastEnabled() && nativeWindow.getNativeWindow());
+}
+} // anonymous namespace
+
+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),
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mSwapChain1(nullptr),
+#endif
+ mKeyedMutex(nullptr),
+ mBackBufferTexture(nullptr),
+ mBackBufferRTView(nullptr),
+ mBackBufferSRView(nullptr),
+ mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)),
+ 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)
{
- mSwapChain = NULL;
- mBackBufferTexture = NULL;
- mBackBufferRTView = NULL;
- mOffscreenTexture = NULL;
- mOffscreenRTView = NULL;
- mOffscreenSRView = NULL;
- mDepthStencilTexture = NULL;
- mDepthStencilDSView = NULL;
- mDepthStencilSRView = NULL;
- mQuadVB = NULL;
- mPassThroughSampler = NULL;
- mPassThroughIL = NULL;
- mPassThroughVS = NULL;
- mPassThroughPS = NULL;
- mWidth = -1;
- mHeight = -1;
- mSwapInterval = 0;
- mAppCreatedShareHandle = mShareHandle != NULL;
- mPassThroughResourcesInit = false;
+ // Sanity check that if present path fast is active then we're using the default orientation
+ ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0);
}
SwapChain11::~SwapChain11()
@@ -56,9 +92,14 @@ SwapChain11::~SwapChain11()
void SwapChain11::release()
{
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mSwapChain1);
+#endif
SafeRelease(mSwapChain);
+ SafeRelease(mKeyedMutex);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
+ SafeRelease(mBackBufferSRView);
SafeRelease(mOffscreenTexture);
SafeRelease(mOffscreenRTView);
SafeRelease(mOffscreenSRView);
@@ -70,6 +111,7 @@ void SwapChain11::release()
SafeRelease(mPassThroughIL);
SafeRelease(mPassThroughVS);
SafeRelease(mPassThroughPS);
+ SafeRelease(mPassThroughRS);
if (!mAppCreatedShareHandle)
{
@@ -77,18 +119,48 @@ void SwapChain11::release()
}
}
-void SwapChain11::releaseOffscreenTexture()
+void SwapChain11::releaseOffscreenColorBuffer()
{
SafeRelease(mOffscreenTexture);
SafeRelease(mOffscreenRTView);
SafeRelease(mOffscreenSRView);
+}
+
+void SwapChain11::releaseOffscreenDepthBuffer()
+{
SafeRelease(mDepthStencilTexture);
SafeRelease(mDepthStencilDSView);
SafeRelease(mDepthStencilSRView);
}
-EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
+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);
@@ -106,9 +178,9 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
const int previousWidth = mWidth;
const int previousHeight = mHeight;
- releaseOffscreenTexture();
+ releaseOffscreenColorBuffer();
- const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+ 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
@@ -164,7 +236,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
offscreenTextureDesc.CPUAccessFlags = 0;
- offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;
HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
@@ -210,6 +282,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
}
}
+ // This may return null if the original texture was created without a keyed mutex.
+ mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture);
D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
@@ -230,10 +304,41 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
- const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getFeatureLevel());
+ 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;
@@ -253,7 +358,9 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
depthStencilTextureDesc.CPUAccessFlags = 0;
depthStencilTextureDesc.MiscFlags = 0;
- result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
+ 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);
@@ -294,36 +401,12 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
}
}
- mWidth = backbufferWidth;
- mHeight = backbufferHeight;
-
- if (previousOffscreenTexture != NULL)
- {
- D3D11_BOX sourceBox = {0};
- sourceBox.left = 0;
- sourceBox.right = std::min(previousWidth, mWidth);
- sourceBox.top = std::max(previousHeight - mHeight, 0);
- sourceBox.bottom = previousHeight;
- sourceBox.front = 0;
- sourceBox.back = 1;
-
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- const int yoffset = std::max(mHeight - previousHeight, 0);
- deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
-
- SafeRelease(previousOffscreenTexture);
-
- if (mSwapChain)
- {
- swapRect(0, 0, mWidth, mHeight);
- }
- }
-
return EGL_SUCCESS;
}
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
+ TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
@@ -337,17 +420,30 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
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);
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView && mBackBufferSRView);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
+ SafeRelease(mBackBufferSRView);
// Resize swap chain
DXGI_SWAP_CHAIN_DESC desc;
- mSwapChain->GetDesc(&desc);
- const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
- HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
+ 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))
{
@@ -369,20 +465,50 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
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->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");
+ }
}
- return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+ 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)
@@ -392,30 +518,24 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
// 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.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mSwapChain1);
+#endif
SafeRelease(mSwapChain);
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
- 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;
- }
-
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
if (backbufferWidth < 1 || backbufferHeight < 1)
{
- releaseOffscreenTexture();
+ releaseOffscreenColorBuffer();
return EGL_SUCCESS;
}
if (mNativeWindow.getNativeWindow())
{
- const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
-
HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
- backbufferFormatInfo.texFormat,
+ getSwapChainNativeFormat(),
backbufferWidth, backbufferHeight, &mSwapChain);
if (FAILED(result))
@@ -433,6 +553,13 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
}
}
+ if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
+#endif
+ }
+
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
@@ -440,20 +567,25 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
- }
- // If we are resizing the swap chain, we don't wish to recreate all the static resources
- if (!mPassThroughResourcesInit)
- {
- mPassThroughResourcesInit = true;
- initPassThroughResources();
+ result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource view");
}
- return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+ 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);
@@ -510,17 +642,58 @@ void SwapChain11::initPassThroughResources()
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;
}
- ID3D11Device *device = mRenderer->getDevice();
+ initPassThroughResources();
+
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
@@ -544,6 +717,16 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
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);
@@ -561,7 +744,7 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
- deviceContext->RSSetState(NULL);
+ deviceContext->RSSetState(mPassThroughRS);
// Apply shaders
deviceContext->IASetInputLayout(mPassThroughIL);
@@ -577,30 +760,79 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
- viewport.Width = mWidth;
- viewport.Height = mHeight;
+ 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);
+ auto stateManager = mRenderer->getStateManager();
+ stateManager->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.
+ stateManager->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
- result = mSwapChain->Present(0, 0);
-#else
- result = mSwapChain->Present(mSwapInterval, 0);
+ swapInterval = 0;
#endif
+ HRESULT result = S_OK;
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ // 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
+#endif
+ {
+ 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->getStateManager()->invalidateRenderTarget();
+
if (result == DXGI_ERROR_DEVICE_REMOVED)
{
- HRESULT removedReason = device->GetDeviceRemovedReason();
- UNUSED_TRACE_VARIABLE(removedReason);
- ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
+ ERR("Present failed: the D3D11 device was removed: 0x%08X",
+ mRenderer->getDevice()->GetDeviceRemovedReason());
return EGL_CONTEXT_LOST;
}
else if (result == DXGI_ERROR_DEVICE_RESET)
@@ -613,28 +845,24 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
ERR("Present failed with error code 0x%08X", result);
}
- // Unbind
- mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
-
- mRenderer->unapplyRenderTargets();
- mRenderer->markAllStateDirty();
+ mNativeWindow.commitChange();
return EGL_SUCCESS;
}
ID3D11Texture2D *SwapChain11::getOffscreenTexture()
{
- return mOffscreenTexture;
+ return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture;
}
ID3D11RenderTargetView *SwapChain11::getRenderTarget()
{
- return mOffscreenRTView;
+ return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView;
}
ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
{
- return mOffscreenSRView;
+ return mNeedsOffscreenTexture ? mOffscreenSRView : mBackBufferSRView;
}
ID3D11DepthStencilView *SwapChain11::getDepthStencil()
@@ -652,12 +880,6 @@ ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
return mDepthStencilTexture;
}
-SwapChain11 *SwapChain11::makeSwapChain11(SwapChainD3D *swapChain)
-{
- ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain));
- return static_cast<SwapChain11*>(swapChain);
-}
-
void SwapChain11::recreate()
{
// possibly should use this method instead of reset