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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp169
1 files changed, 62 insertions, 107 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
index 4b29be055d..52c8a81633 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
@@ -6,7 +6,6 @@
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
-#include "common/platform.h"
#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
@@ -16,12 +15,16 @@
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h"
+#include "common/features.h"
+#include "common/NativeWindow.h"
+
namespace rx
{
-SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+SwapChain11::SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat)
- : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+ : mRenderer(renderer),
+ SwapChain(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat)
{
mSwapChain = NULL;
mBackBufferTexture = NULL;
@@ -39,8 +42,8 @@ SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDL
mPassThroughPS = NULL;
mWidth = -1;
mHeight = -1;
- mViewportWidth = -1;
- mViewportHeight = -1;
+ mRotateL = false;
+ mRotateR = false;
mSwapInterval = 0;
mAppCreatedShareHandle = mShareHandle != NULL;
mPassThroughResourcesInit = false;
@@ -91,11 +94,11 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
ASSERT(device != NULL);
// D3D11 does not allow zero size textures
- ASSERT(backbufferWidth >= 1);
- ASSERT(backbufferHeight >= 1);
+ ASSERT(backbufferWidth != 0);
+ ASSERT(backbufferHeight != 0);
// Preserve the render target content
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
if (previousOffscreenTexture)
{
@@ -137,8 +140,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
mOffscreenTexture->GetDesc(&offscreenTextureDesc);
- if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
- offscreenTextureDesc.Height != (UINT)backbufferHeight ||
+ if (offscreenTextureDesc.Width != UINT(abs(backbufferWidth)) ||
+ offscreenTextureDesc.Height != UINT(abs(backbufferHeight)) ||
offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
offscreenTextureDesc.MipLevels != 1 ||
offscreenTextureDesc.ArraySize != 1)
@@ -150,11 +153,11 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
}
else
{
- const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();
+ const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
- offscreenTextureDesc.Width = backbufferWidth;
- offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Width = abs(backbufferWidth);
+ offscreenTextureDesc.Height = abs(backbufferHeight);
offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
@@ -234,8 +237,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
- depthStencilTextureDesc.Width = backbufferWidth;
- depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Width = abs(backbufferWidth);
+ depthStencilTextureDesc.Height = abs(backbufferHeight);
depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
@@ -286,12 +289,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
mWidth = backbufferWidth;
mHeight = backbufferHeight;
-#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
- mViewportWidth = backbufferWidth;
- mViewportHeight = backbufferHeight;
-#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
if (previousOffscreenTexture != NULL)
{
D3D11_BOX sourceBox = {0};
@@ -310,7 +309,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (mSwapChain)
{
- swapRect(0, 0, mWidth, mHeight, SWAP_NORMAL);
+ swapRect(0, 0, mWidth, mHeight);
}
}
#endif
@@ -327,8 +326,16 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
return EGL_BAD_ACCESS;
}
+ // Windows Phone works around the rotation limitation by using negative values for the swap chain size
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ mRotateL = backbufferWidth < 0; // Landscape/InvertedLandscape
+ mRotateR = backbufferHeight < 0; // InvertedPortrait/InvertedLandscape
+ backbufferWidth = abs(backbufferWidth);
+ backbufferHeight = abs(backbufferHeight);
+#endif
+
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
- if (backbufferWidth < 1 || backbufferHeight < 1)
+ if (backbufferWidth == 0 || backbufferHeight == 0)
{
return EGL_SUCCESS;
}
@@ -336,19 +343,15 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
// Can only call resize if we have already created our swap buffer and resources
ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) // The swap chain is not directly resized on Windows Phone
SafeRelease(mBackBufferTexture);
SafeRelease(mBackBufferRTView);
// Resize swap chain
- HRESULT result;
-#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP // Windows phone swap chain is never resized, only the texture is
-#if !defined(ANGLE_PLATFORM_WINRT)
- const int bufferCount = 1;
-#else
- const int bufferCount = 2;
-#endif
+ DXGI_SWAP_CHAIN_DESC desc;
+ mSwapChain->GetDesc(&desc);
const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
- result = mSwapChain->ResizeBuffers(bufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
+ HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
if (FAILED(result))
{
@@ -364,7 +367,6 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
return EGL_BAD_ALLOC;
}
}
-#endif
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
@@ -379,6 +381,7 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
}
+#endif
return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
@@ -412,62 +415,14 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
return EGL_SUCCESS;
}
- if (mWindow)
+ if (mNativeWindow.getNativeWindow())
{
const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
- IDXGIFactory *factory = mRenderer->getDxgiFactory();
-
-#if !defined(ANGLE_PLATFORM_WINRT)
- DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
- swapChainDesc.BufferDesc.Width = backbufferWidth;
- swapChainDesc.BufferDesc.Height = backbufferHeight;
- swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
- swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
- swapChainDesc.BufferDesc.Format = backbufferFormatInfo.texFormat;
- swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
- swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.BufferCount = 1;
- swapChainDesc.OutputWindow = mWindow;
- swapChainDesc.Windowed = TRUE;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- swapChainDesc.Flags = 0;
-
- HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
-#else
- IDXGIFactory2 *factory2;
- HRESULT result = factory->QueryInterface(IID_PPV_ARGS(&factory2));
- ASSERT(SUCCEEDED(result));
-
- DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
- swapChainDesc.Width = 0;
- swapChainDesc.Height = 0;
- swapChainDesc.Format = backbufferFormatInfo.texFormat;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.Stereo = FALSE;
- swapChainDesc.Flags = 0;
-#if WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
- swapChainDesc.Scaling = DXGI_SCALING_NONE;
- swapChainDesc.BufferCount = 2;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
-#elif WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP
- swapChainDesc.BufferCount = 1;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
-#endif
+ HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
+ backbufferFormatInfo.texFormat,
+ backbufferWidth, backbufferHeight, &mSwapChain);
- IDXGISwapChain1 *swapChain;
- result = factory2->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain);
- mSwapChain = swapChain;
- HRESULT hr = swapChain->GetDesc1(&swapChainDesc);
- ASSERT(SUCCEEDED(hr));
- mViewportWidth = swapChainDesc.Width;
- mViewportHeight = swapChainDesc.Height;
-#endif
if (FAILED(result))
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
@@ -537,7 +492,7 @@ void SwapChain11::initPassThroughResources()
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
- samplerDesc.MaxLOD = FLT_MAX;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
@@ -563,7 +518,7 @@ void SwapChain11::initPassThroughResources()
}
// parameters should be validated/clamped by caller
-EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint flags)
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
@@ -573,16 +528,6 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
ID3D11Device *device = mRenderer->getDevice();
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;
@@ -594,8 +539,18 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
- const int rotateL = flags & SWAP_ROTATE_90;
- const int rotateR = flags & SWAP_ROTATE_270;
+ const bool rotateL = mRotateL;
+ const bool rotateR = mRotateR;
+
+ // 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);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
@@ -628,22 +583,23 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
// Set the viewport
D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = mViewportWidth;
- viewport.Height = mViewportHeight;
+ viewport.TopLeftX = 0.0f;
+ viewport.TopLeftY = 0.0f;
+ const bool invertViewport = (mRotateL || mRotateR) && !(mRotateL && mRotateR);
+ viewport.Width = FLOAT(invertViewport ? mHeight : mWidth);
+ viewport.Height = FLOAT(invertViewport ? mWidth : mHeight);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
- deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
// Draw
deviceContext->Draw(4, 0);
-#ifdef ANGLE_FORCE_VSYNC_OFF
+#if ANGLE_VSYNC == ANGLE_DISABLED
result = mSwapChain->Present(0, 0);
#else
result = mSwapChain->Present(mSwapInterval, 0);
@@ -667,8 +623,7 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
}
// Unbind
- static ID3D11ShaderResourceView *const nullSRV = NULL;
- deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
mRenderer->unapplyRenderTargets();
mRenderer->markAllStateDirty();
@@ -708,8 +663,8 @@ ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
- return static_cast<rx::SwapChain11*>(swapChain);
+ ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain));
+ return static_cast<SwapChain11*>(swapChain);
}
void SwapChain11::recreate()