// // 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 #include "libANGLE/features.h" #include "libANGLE/renderer/d3d/d3d11/NativeWindow11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.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" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dms11ps.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 { namespace { // To avoid overflow in QPC to Microseconds calculations, since we multiply // by kMicrosecondsPerSecond, then the QPC value should not exceed // (2^63 - 1) / 1E6. If it exceeds that threshold, we divide then multiply. static constexpr int64_t kQPCOverflowThreshold = 0x8637BD05AF7; static constexpr int64_t kMicrosecondsPerSecond = 1000000; bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow11 *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, NativeWindow11 *nativeWindow, HANDLE shareHandle, IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation, EGLint samples) : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat), mRenderer(renderer), mWidth(-1), mHeight(-1), mOrientation(orientation), mAppCreatedShareHandle(mShareHandle != nullptr), mSwapInterval(0), mPassThroughResourcesInit(false), mNativeWindow(nativeWindow), mFirstSwap(true), mSwapChain(nullptr), mSwapChain1(nullptr), mKeyedMutex(nullptr), mBackBufferTexture(), mBackBufferRTView(), mBackBufferSRView(), mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)), mOffscreenTexture(), mOffscreenRTView(), mOffscreenSRView(), mNeedsOffscreenTextureCopy(false), mOffscreenTextureCopyForSRV(), mDepthStencilTexture(), mDepthStencilDSView(), mDepthStencilSRView(), mQuadVB(), mPassThroughSampler(), mPassThroughIL(), mPassThroughVS(), mPassThroughPS(), mPassThroughRS(), mColorRenderTarget(this, renderer, false), mDepthStencilRenderTarget(this, renderer, true), mEGLSamples(samples) { // Sanity check that if present path fast is active then we're using the default orientation ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0); // Get the performance counter LARGE_INTEGER counterFreqency = {}; BOOL success = QueryPerformanceFrequency(&counterFreqency); ASSERT(success); mQPCFrequency = counterFreqency.QuadPart; } SwapChain11::~SwapChain11() { release(); } void SwapChain11::release() { // TODO(jmadill): Should probably signal that the RenderTarget is dirty. SafeRelease(mSwapChain1); SafeRelease(mSwapChain); SafeRelease(mKeyedMutex); mBackBufferTexture.reset(); mBackBufferRTView.reset(); mBackBufferSRView.reset(); mOffscreenTexture.reset(); mOffscreenRTView.reset(); mOffscreenSRView.reset(); mDepthStencilTexture.reset(); mDepthStencilDSView.reset(); mDepthStencilSRView.reset(); mQuadVB.reset(); mPassThroughSampler.reset(); mPassThroughIL.reset(); mPassThroughVS.reset(); mPassThroughPS.reset(); mPassThroughRS.reset(); if (!mAppCreatedShareHandle) { mShareHandle = nullptr; } } void SwapChain11::releaseOffscreenColorBuffer() { mOffscreenTexture.reset(); mOffscreenRTView.reset(); mOffscreenSRView.reset(); mNeedsOffscreenTextureCopy = false; mOffscreenTextureCopyForSRV.reset(); } void SwapChain11::releaseOffscreenDepthBuffer() { mDepthStencilTexture.reset(); mDepthStencilDSView.reset(); mDepthStencilSRView.reset(); } EGLint SwapChain11::resetOffscreenBuffers(const gl::Context *context, int backbufferWidth, int backbufferHeight) { if (mNeedsOffscreenTexture) { EGLint result = resetOffscreenColorBuffer(context, 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(const gl::Context *context, int backbufferWidth, int backbufferHeight) { ASSERT(mNeedsOffscreenTexture); TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture"); ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != nullptr); // D3D11 does not allow zero size textures ASSERT(backbufferWidth >= 1); ASSERT(backbufferHeight >= 1); // Preserve the render target content TextureHelper11 previousOffscreenTexture(std::move(mOffscreenTexture)); const int previousWidth = mWidth; const int previousHeight = mHeight; releaseOffscreenColorBuffer(); const d3d11::Format &backbufferFormatInfo = d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; // If the app passed in a share handle or D3D texture, open the resource // See EGL_ANGLE_d3d_share_handle_client_buffer and EGL_ANGLE_d3d_texture_client_buffer if (mAppCreatedShareHandle || mD3DTexture != nullptr) { if (mAppCreatedShareHandle) { ID3D11Resource *tempResource11; HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void **)&tempResource11); ASSERT(SUCCEEDED(result)); mOffscreenTexture.set(d3d11::DynamicCastComObject(tempResource11), backbufferFormatInfo); SafeRelease(tempResource11); } else if (mD3DTexture != nullptr) { mOffscreenTexture.set(d3d11::DynamicCastComObject(mD3DTexture), backbufferFormatInfo); } else { UNREACHABLE(); } ASSERT(mOffscreenTexture.valid()); mOffscreenTexture.getDesc(&offscreenTextureDesc); // Fail if the offscreen texture is not renderable. if ((offscreenTextureDesc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0) { ERR() << "Could not use provided offscreen texture, texture not renderable."; release(); return EGL_BAD_SURFACE; } } else { const bool useSharedResource = !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport(); offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Height = backbufferHeight; offscreenTextureDesc.Format = backbufferFormatInfo.texFormat; offscreenTextureDesc.MipLevels = 1; offscreenTextureDesc.ArraySize = 1; offscreenTextureDesc.SampleDesc.Count = getD3DSamples(); 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; gl::Error err = mRenderer->allocateTexture(offscreenTextureDesc, backbufferFormatInfo, &mOffscreenTexture); if (err.isError()) { ERR() << "Could not create offscreen texture, " << err; release(); return EGL_BAD_ALLOC; } mOffscreenTexture.setDebugName("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 = nullptr; HRESULT result = mOffscreenTexture.get()->QueryInterface( __uuidof(IDXGIResource), (void **)&offscreenTextureResource); // Fall back to no share handle on failure if (FAILED(result)) { ERR() << "Could not query offscreen texture resource, " << gl::FmtHR(result); } else { result = offscreenTextureResource->GetSharedHandle(&mShareHandle); SafeRelease(offscreenTextureResource); if (FAILED(result)) { mShareHandle = nullptr; ERR() << "Could not get offscreen texture shared handle, " << gl::FmtHR(result); } } } } // This may return null if the original texture was created without a keyed mutex. mKeyedMutex = d3d11::DynamicCastComObject(mOffscreenTexture.get()); D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc; offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat; offscreenRTVDesc.ViewDimension = (mEGLSamples <= 1) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; offscreenRTVDesc.Texture2D.MipSlice = 0; gl::Error err = mRenderer->allocateResource(offscreenRTVDesc, mOffscreenTexture.get(), &mOffscreenRTView); ASSERT(!err.isError()); mOffscreenRTView.setDebugName("Offscreen back buffer render target"); D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc; offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat; offscreenSRVDesc.ViewDimension = (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; offscreenSRVDesc.Texture2D.MostDetailedMip = 0; offscreenSRVDesc.Texture2D.MipLevels = static_cast(-1); if (offscreenTextureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE) { err = mRenderer->allocateResource(offscreenSRVDesc, mOffscreenTexture.get(), &mOffscreenSRView); ASSERT(!err.isError()); mOffscreenSRView.setDebugName("Offscreen back buffer shader resource"); } else { // Special case for external textures that cannot support sampling. Since internally we // assume our SwapChain is always readable, we make a copy texture that is compatible. mNeedsOffscreenTextureCopy = true; } if (previousOffscreenTexture.valid()) { 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.get(), 0, 0, yoffset, 0, previousOffscreenTexture.get(), 0, &sourceBox); if (mSwapChain) { swapRect(context, 0, 0, backbufferWidth, backbufferHeight); } } return EGL_SUCCESS; } EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight) { releaseOffscreenDepthBuffer(); if (mDepthBufferFormat != GL_NONE) { const d3d11::Format &depthBufferFormatInfo = d3d11::Format::Get(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 = getD3DSamples(); depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; // If there is a multisampled offscreen color texture, the offscreen depth-stencil texture // must also have the same quality value. if (mOffscreenTexture.valid() && getD3DSamples() > 1) { D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; mOffscreenTexture.getDesc(&offscreenTextureDesc); depthStencilTextureDesc.SampleDesc.Quality = offscreenTextureDesc.SampleDesc.Quality; } else { depthStencilTextureDesc.SampleDesc.Quality = 0; } // Only create an SRV if it is supported bool depthStencilSRV = depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN && (mRenderer->getRenderer11DeviceCaps().supportsMultisampledDepthStencilSRVs || depthStencilTextureDesc.SampleDesc.Count <= 1); if (depthStencilSRV) { depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; } depthStencilTextureDesc.CPUAccessFlags = 0; depthStencilTextureDesc.MiscFlags = 0; gl::Error err = mRenderer->allocateTexture(depthStencilTextureDesc, depthBufferFormatInfo, &mDepthStencilTexture); if (err.isError()) { ERR() << "Could not create depthstencil surface for new swap chain, " << err; release(); return EGL_BAD_ALLOC; } mDepthStencilTexture.setDebugName("Offscreen depth stencil texture"); D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc; depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat; depthStencilDesc.ViewDimension = (mEGLSamples <= 1) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS; depthStencilDesc.Flags = 0; depthStencilDesc.Texture2D.MipSlice = 0; err = mRenderer->allocateResource(depthStencilDesc, mDepthStencilTexture.get(), &mDepthStencilDSView); ASSERT(!err.isError()); mDepthStencilDSView.setDebugName("Offscreen depth stencil view"); if (depthStencilSRV) { D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc; depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat; depthStencilSRVDesc.ViewDimension = (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; depthStencilSRVDesc.Texture2D.MostDetailedMip = 0; depthStencilSRVDesc.Texture2D.MipLevels = static_cast(-1); err = mRenderer->allocateResource(depthStencilSRVDesc, mDepthStencilTexture.get(), &mDepthStencilSRView); ASSERT(!err.isError()); mDepthStencilSRView.setDebugName("Offscreen depth stencil shader resource"); } } return EGL_SUCCESS; } EGLint SwapChain11::resize(const gl::Context *context, EGLint backbufferWidth, EGLint backbufferHeight) { TRACE_EVENT0("gpu.angle", "SwapChain11::resize"); ID3D11Device *device = mRenderer->getDevice(); if (device == nullptr) { 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.valid() && mBackBufferRTView.valid() && mBackBufferSRView.valid()); mBackBufferTexture.reset(); mBackBufferRTView.reset(); mBackBufferSRView.reset(); // Resize swap chain DXGI_SWAP_CHAIN_DESC desc; HRESULT result = mSwapChain->GetDesc(&desc); if (FAILED(result)) { ERR() << "Error reading swap chain description, " << gl::FmtHR(result); release(); return EGL_BAD_ALLOC; } result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 0); if (FAILED(result)) { ERR() << "Error resizing swap chain buffers, " << gl::FmtHR(result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } ID3D11Texture2D *backbufferTexture = nullptr; result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast(&backbufferTexture)); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { #ifndef ANGLE_ENABLE_WINDOWS_STORE if (mNativeWindow->getNativeWindow()) InvalidateRect(mNativeWindow->getNativeWindow(), nullptr, FALSE); #endif const auto &format = d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); mBackBufferTexture.set(backbufferTexture, format); mBackBufferTexture.setDebugName("Back buffer texture"); gl::Error err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferRTView); ASSERT(!err.isError()); mBackBufferRTView.setDebugName("Back buffer render target"); err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferSRView); ASSERT(!err.isError()); mBackBufferSRView.setDebugName("Back buffer shader resource"); } mFirstSwap = true; return resetOffscreenBuffers(context, 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 switch (mOffscreenRenderTargetFormat) { case GL_RGBA8: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB8: case GL_RGB565: return DXGI_FORMAT_R8G8B8A8_UNORM; case GL_BGRA8_EXT: return DXGI_FORMAT_B8G8R8A8_UNORM; case GL_RGB10_A2: return DXGI_FORMAT_R10G10B10A2_UNORM; case GL_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } EGLint SwapChain11::reset(const gl::Context *context, EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) { mSwapInterval = static_cast(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(context, backbufferWidth, backbufferHeight); } TRACE_EVENT0("gpu.angle", "SwapChain11::reset"); ID3D11Device *device = mRenderer->getDevice(); if (device == nullptr) { 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); mBackBufferTexture.reset(); mBackBufferRTView.reset(); // 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, getD3DSamples(), &mSwapChain); if (FAILED(result)) { ERR() << "Could not create additional swap chains or offscreen surfaces, " << gl::FmtHR(result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2) { mSwapChain1 = d3d11::DynamicCastComObject(mSwapChain); } ID3D11Texture2D *backbufferTex = nullptr; result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast(&backbufferTex)); ASSERT(SUCCEEDED(result)); const auto &format = d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); mBackBufferTexture.set(backbufferTex, format); mBackBufferTexture.setDebugName("Back buffer texture"); gl::Error err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferRTView); ASSERT(!err.isError()); mBackBufferRTView.setDebugName("Back buffer render target"); err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferSRView); ASSERT(!err.isError()); mBackBufferSRView.setDebugName("Back buffer shader resource view"); } mFirstSwap = true; return resetOffscreenBuffers(context, backbufferWidth, backbufferHeight); } void SwapChain11::initPassThroughResources() { if (mPassThroughResourcesInit) { return; } TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources"); ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != nullptr); // Make sure our resources are all not allocated, when we create ASSERT(!mQuadVB.valid() && !mPassThroughSampler.valid()); ASSERT(!mPassThroughIL.valid() && !mPassThroughVS.valid() && !mPassThroughPS.valid()); 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; gl::Error err = mRenderer->allocateResource(vbDesc, &mQuadVB); ASSERT(!err.isError()); mQuadVB.setDebugName("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; err = mRenderer->allocateResource(samplerDesc, &mPassThroughSampler); ASSERT(!err.isError()); mPassThroughSampler.setDebugName("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 }, }; InputElementArray quadElements(quadLayout); ShaderData vertexShaderData(g_VS_Passthrough2D); err = mRenderer->allocateResource(quadElements, &vertexShaderData, &mPassThroughIL); ASSERT(!err.isError()); mPassThroughIL.setDebugName("Swap chain pass through layout"); err = mRenderer->allocateResource(vertexShaderData, &mPassThroughVS); ASSERT(!err.isError()); mPassThroughVS.setDebugName("Swap chain pass through vertex shader"); if (mEGLSamples <= 1) { ShaderData pixelShaderData(g_PS_PassthroughRGBA2D); err = mRenderer->allocateResource(pixelShaderData, &mPassThroughPS); } else { ShaderData pixelShaderData(g_PS_PassthroughRGBA2DMS); err = mRenderer->allocateResource(pixelShaderData, &mPassThroughPS); } ASSERT(!err.isError()); mPassThroughPS.setDebugName("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; err = mRenderer->allocateResource(rasterizerDesc, &mPassThroughRS); ASSERT(!err.isError()); mPassThroughRS.setDebugName("Swap chain pass through rasterizer state"); mPassThroughResourcesInit = true; } // parameters should be validated/clamped by caller EGLint SwapChain11::swapRect(const gl::Context *context, EGLint x, EGLint y, EGLint width, EGLint height) { if (mNeedsOffscreenTexture) { EGLint result = copyOffscreenToBackbuffer(context, x, y, width, height); if (result != EGL_SUCCESS) { return result; } } EGLint result = present(context, x, y, width, height); if (result != EGL_SUCCESS) { return result; } mRenderer->onSwap(); return EGL_SUCCESS; } EGLint SwapChain11::copyOffscreenToBackbuffer(const gl::Context *context, 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.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return EGL_BAD_ACCESS; } d3d11::PositionTexCoordVertex *vertices = static_cast(mappedResource.pData); // Create a quad in homogeneous coordinates float x1 = (x / float(width)) * 2.0f - 1.0f; float y1 = (y / float(height)) * 2.0f - 1.0f; float x2 = ((x + width) / float(width)) * 2.0f - 1.0f; float y2 = ((y + height) / float(height)) * 2.0f - 1.0f; float u1 = x / float(width); float v1 = y / float(height); float u2 = (x + width) / float(width); float v2 = (y + height) / float(height); // 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.get(), 0); StateManager11 *stateManager = mRenderer->getStateManager(); constexpr UINT stride = sizeof(d3d11::PositionTexCoordVertex); stateManager->setSingleVertexBuffer(&mQuadVB, stride, 0); // Apply state stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); stateManager->setSimpleBlendState(nullptr); stateManager->setRasterizerState(&mPassThroughRS); // Apply shaders stateManager->setInputLayout(&mPassThroughIL); stateManager->setPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateManager->setDrawShaders(&mPassThroughVS, nullptr, &mPassThroughPS); // Apply render targets. Use the proxy context in display. stateManager->setRenderTarget(mBackBufferRTView.get(), nullptr); // Set the viewport stateManager->setSimpleViewport(width, height); // Apply textures stateManager->setSimplePixelTextureAndSampler(mOffscreenSRView, mPassThroughSampler); // Draw deviceContext->Draw(4, 0); return EGL_SUCCESS; } EGLint SwapChain11::present(const gl::Context *context, 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. // Dirty rect present is not supported with a multisampled swapchain. if (mSwapChain1 != nullptr && mEGLSamples <= 1) { 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, ¶ms); } else { RECT rect = {static_cast(x), static_cast(mHeight - y - height), static_cast(x + width), static_cast(mHeight - y)}; DXGI_PRESENT_PARAMETERS params = {1, &rect, nullptr, nullptr}; result = mSwapChain1->Present1(swapInterval, 0, ¶ms); } } 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. Use the proxy context in display since there is none available. mRenderer->getStateManager()->invalidateRenderTarget(); if (result == DXGI_ERROR_DEVICE_REMOVED) { ERR() << "Present failed: the D3D11 device was removed, " << gl::FmtHR(mRenderer->getDevice()->GetDeviceRemovedReason()); 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 " << gl::FmtHR(result); } mNativeWindow->commitChange(); return EGL_SUCCESS; } const TextureHelper11 &SwapChain11::getOffscreenTexture() { return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture; } const d3d11::RenderTargetView &SwapChain11::getRenderTarget() { return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView; } const d3d11::SharedSRV &SwapChain11::getRenderTargetShaderResource() { if (!mNeedsOffscreenTexture) { ASSERT(mBackBufferSRView.valid()); return mBackBufferSRView; } if (!mNeedsOffscreenTextureCopy) { ASSERT(mOffscreenSRView.valid()); return mOffscreenSRView; } if (!mOffscreenTextureCopyForSRV.valid()) { const d3d11::Format &backbufferFormatInfo = d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); D3D11_TEXTURE2D_DESC offscreenCopyDesc; mOffscreenTexture.getDesc(&offscreenCopyDesc); offscreenCopyDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; offscreenCopyDesc.MiscFlags = 0; offscreenCopyDesc.CPUAccessFlags = 0; gl::Error err = mRenderer->allocateTexture(offscreenCopyDesc, backbufferFormatInfo, &mOffscreenTextureCopyForSRV); ASSERT(!err.isError()); mOffscreenTextureCopyForSRV.setDebugName("Offscreen back buffer copy for SRV"); D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc; offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat; offscreenSRVDesc.ViewDimension = (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; offscreenSRVDesc.Texture2D.MostDetailedMip = 0; offscreenSRVDesc.Texture2D.MipLevels = static_cast(-1); err = mRenderer->allocateResource(offscreenSRVDesc, mOffscreenTextureCopyForSRV.get(), &mOffscreenSRView); ASSERT(!err.isError()); mOffscreenSRView.setDebugName("Offscreen back buffer shader resource"); } // Need to copy the offscreen texture into the shader-readable copy, since it's external and // we don't know if the copy is up-to-date. This works around the problem we have when the app // passes in a texture that isn't shader-readable. mRenderer->getDeviceContext()->CopyResource(mOffscreenTextureCopyForSRV.get(), mOffscreenTexture.get()); return mOffscreenSRView; } const d3d11::DepthStencilView &SwapChain11::getDepthStencil() { return mDepthStencilDSView; } const d3d11::SharedSRV &SwapChain11::getDepthStencilShaderResource() { return mDepthStencilSRView; } const TextureHelper11 &SwapChain11::getDepthStencilTexture() { return mDepthStencilTexture; } void *SwapChain11::getKeyedMutex() { return mKeyedMutex; } void SwapChain11::recreate() { // possibly should use this method instead of reset } void *rx::SwapChain11::getDevice() { return mRenderer->getDevice(); } RenderTargetD3D *SwapChain11::getColorRenderTarget() { return &mColorRenderTarget; } RenderTargetD3D *SwapChain11::getDepthStencilRenderTarget() { return &mDepthStencilRenderTarget; } egl::Error SwapChain11::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) { if (!mSwapChain) { return egl::EglNotInitialized() << "Swap chain uninitialized"; } DXGI_FRAME_STATISTICS stats = {}; HRESULT result = mSwapChain->GetFrameStatistics(&stats); if (FAILED(result)) { return egl::EglBadAlloc() << "Failed to get frame statistics, " << gl::FmtHR(result); } // Conversion from DXGI_FRAME_STATISTICS to the output values: // stats.SyncRefreshCount -> msc // stats.PresentCount -> sbc // stats.SyncQPCTime -> ust with conversion to microseconds via QueryPerformanceFrequency *msc = stats.SyncRefreshCount; *sbc = stats.PresentCount; LONGLONG syncQPCValue = stats.SyncQPCTime.QuadPart; // If the QPC Value is below the overflow threshold, we proceed with // simple multiply and divide. if (syncQPCValue < kQPCOverflowThreshold) { *ust = syncQPCValue * kMicrosecondsPerSecond / mQPCFrequency; } else { // Otherwise, calculate microseconds in a round about manner to avoid // overflow and precision issues. int64_t wholeSeconds = syncQPCValue / mQPCFrequency; int64_t leftoverTicks = syncQPCValue - (wholeSeconds * mQPCFrequency); *ust = wholeSeconds * kMicrosecondsPerSecond + leftoverTicks * kMicrosecondsPerSecond / mQPCFrequency; } return egl::NoError(); } UINT SwapChain11::getD3DSamples() const { return (mEGLSamples == 0) ? 1 : mEGLSamples; } } // namespace rx