// // 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/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/NativeWindow.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "third_party/trace_event/trace_event.h" // Precompiled shaders #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" #ifdef ANGLE_ENABLE_KEYEDMUTEX #define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX #else #define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED #endif namespace rx { 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) { // Sanity check that if present path fast is active then we're using the default orientation ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0); } SwapChain11::~SwapChain11() { release(); } 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); SafeRelease(mDepthStencilTexture); SafeRelease(mDepthStencilDSView); SafeRelease(mDepthStencilSRView); SafeRelease(mQuadVB); SafeRelease(mPassThroughSampler); SafeRelease(mPassThroughIL); SafeRelease(mPassThroughVS); SafeRelease(mPassThroughPS); SafeRelease(mPassThroughRS); if (!mAppCreatedShareHandle) { mShareHandle = NULL; } } void SwapChain11::releaseOffscreenColorBuffer() { SafeRelease(mOffscreenTexture); SafeRelease(mOffscreenRTView); SafeRelease(mOffscreenSRView); } void SwapChain11::releaseOffscreenDepthBuffer() { SafeRelease(mDepthStencilTexture); SafeRelease(mDepthStencilDSView); SafeRelease(mDepthStencilSRView); } EGLint SwapChain11::resetOffscreenBuffers(int backbufferWidth, int backbufferHeight) { if (mNeedsOffscreenTexture) { EGLint result = resetOffscreenColorBuffer(backbufferWidth, backbufferHeight); if (result != EGL_SUCCESS) { return result; } } EGLint result = resetOffscreenDepthBuffer(backbufferWidth, backbufferHeight); if (result != EGL_SUCCESS) { return result; } mWidth = backbufferWidth; mHeight = backbufferHeight; return EGL_SUCCESS; } EGLint SwapChain11::resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight) { ASSERT(mNeedsOffscreenTexture); TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture"); ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != NULL); // D3D11 does not allow zero size textures ASSERT(backbufferWidth >= 1); ASSERT(backbufferHeight >= 1); // Preserve the render target content ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture; if (previousOffscreenTexture) { previousOffscreenTexture->AddRef(); } const int previousWidth = mWidth; const int previousHeight = mHeight; releaseOffscreenColorBuffer(); const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); // If the app passed in a share handle, open the resource // See EGL_ANGLE_d3d_share_handle_client_buffer if (mAppCreatedShareHandle) { ID3D11Resource *tempResource11; HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11); if (FAILED(result)) { ERR("Failed to open the swap chain pbuffer share handle: %08lX", result); release(); return EGL_BAD_PARAMETER; } result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture); SafeRelease(tempResource11); if (FAILED(result)) { ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result); release(); return EGL_BAD_PARAMETER; } // Validate offscreen texture parameters D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; mOffscreenTexture->GetDesc(&offscreenTextureDesc); if (offscreenTextureDesc.Width != (UINT)backbufferWidth || offscreenTextureDesc.Height != (UINT)backbufferHeight || offscreenTextureDesc.Format != backbufferFormatInfo.texFormat || offscreenTextureDesc.MipLevels != 1 || offscreenTextureDesc.ArraySize != 1) { ERR("Invalid texture parameters in the shared offscreen texture pbuffer"); release(); return EGL_BAD_PARAMETER; } } else { const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport(); D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Height = backbufferHeight; offscreenTextureDesc.Format = backbufferFormatInfo.texFormat; offscreenTextureDesc.MipLevels = 1; offscreenTextureDesc.ArraySize = 1; offscreenTextureDesc.SampleDesc.Count = 1; offscreenTextureDesc.SampleDesc.Quality = 0; offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT; offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; offscreenTextureDesc.CPUAccessFlags = 0; offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0; HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture); if (FAILED(result)) { ERR("Could not create offscreen texture: %08lX", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture"); // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client if (useSharedResource) { IDXGIResource *offscreenTextureResource = NULL; result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource); // Fall back to no share handle on failure if (FAILED(result)) { ERR("Could not query offscreen texture resource: %08lX", result); } else { result = offscreenTextureResource->GetSharedHandle(&mShareHandle); SafeRelease(offscreenTextureResource); if (FAILED(result)) { mShareHandle = NULL; ERR("Could not get offscreen texture shared handle: %08lX", result); } } } } // This may return null if the original texture was created without a keyed mutex. mKeyedMutex = d3d11::DynamicCastComObject(mOffscreenTexture); D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc; offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat; offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; offscreenRTVDesc.Texture2D.MipSlice = 0; HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target"); D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc; offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat; offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; offscreenSRVDesc.Texture2D.MostDetailedMip = 0; offscreenSRVDesc.Texture2D.MipLevels = static_cast(-1); result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource"); if (previousOffscreenTexture != nullptr) { D3D11_BOX sourceBox = {0}; sourceBox.left = 0; sourceBox.right = std::min(previousWidth, backbufferWidth); sourceBox.top = std::max(previousHeight - backbufferHeight, 0); sourceBox.bottom = previousHeight; sourceBox.front = 0; sourceBox.back = 1; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); const int yoffset = std::max(backbufferHeight - previousHeight, 0); deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox); SafeRelease(previousOffscreenTexture); if (mSwapChain) { swapRect(0, 0, backbufferWidth, backbufferHeight); } } return EGL_SUCCESS; } EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight) { releaseOffscreenDepthBuffer(); if (mDepthBufferFormat != GL_NONE) { const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps()); D3D11_TEXTURE2D_DESC depthStencilTextureDesc; depthStencilTextureDesc.Width = backbufferWidth; depthStencilTextureDesc.Height = backbufferHeight; depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat; depthStencilTextureDesc.MipLevels = 1; depthStencilTextureDesc.ArraySize = 1; depthStencilTextureDesc.SampleDesc.Count = 1; depthStencilTextureDesc.SampleDesc.Quality = 0; depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) { depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; } depthStencilTextureDesc.CPUAccessFlags = 0; depthStencilTextureDesc.MiscFlags = 0; ID3D11Device *device = mRenderer->getDevice(); HRESULT result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture); if (FAILED(result)) { ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture"); D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc; depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat; depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilDesc.Flags = 0; depthStencilDesc.Texture2D.MipSlice = 0; result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view"); if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) { D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc; depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat; depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; depthStencilSRVDesc.Texture2D.MostDetailedMip = 0; depthStencilSRVDesc.Texture2D.MipLevels = static_cast(-1); result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource"); } } return EGL_SUCCESS; } EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight) { TRACE_EVENT0("gpu.angle", "SwapChain11::resize"); ID3D11Device *device = mRenderer->getDevice(); if (device == NULL) { return EGL_BAD_ACCESS; } // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains if (backbufferWidth < 1 || backbufferHeight < 1) { return EGL_SUCCESS; } // Don't resize unnecessarily if (mWidth == backbufferWidth && mHeight == backbufferHeight) { return EGL_SUCCESS; } // Can only call resize if we have already created our swap buffer and resources ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView && mBackBufferSRView); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); SafeRelease(mBackBufferSRView); // Resize swap chain DXGI_SWAP_CHAIN_DESC desc; HRESULT result = mSwapChain->GetDesc(&desc); if (FAILED(result)) { ERR("Error reading swap chain description: 0x%08X", result); release(); return EGL_BAD_ALLOC; } result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 0); if (FAILED(result)) { ERR("Error resizing swap chain buffers: 0x%08X", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); } result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource"); } } mFirstSwap = true; return resetOffscreenBuffers(backbufferWidth, backbufferHeight); } DXGI_FORMAT SwapChain11::getSwapChainNativeFormat() const { // Return a render target format for offscreen rendering is supported by IDXGISwapChain. // MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064(v=vs.85).aspx return (mOffscreenRenderTargetFormat == GL_BGRA8_EXT) ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_R8G8B8A8_UNORM; } EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) { mSwapInterval = static_cast(swapInterval); if (mSwapInterval > 4) { // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] // range return EGL_BAD_PARAMETER; } // If the swap chain already exists, just resize if (mSwapChain != nullptr) { return resize(backbufferWidth, backbufferHeight); } TRACE_EVENT0("gpu.angle", "SwapChain11::reset"); ID3D11Device *device = mRenderer->getDevice(); if (device == NULL) { return EGL_BAD_ACCESS; } // Release specific resources to free up memory for the new render target, while the // old render target still exists for the purpose of preserving its contents. #if defined(ANGLE_ENABLE_D3D11_1) SafeRelease(mSwapChain1); #endif SafeRelease(mSwapChain); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains if (backbufferWidth < 1 || backbufferHeight < 1) { releaseOffscreenColorBuffer(); return EGL_SUCCESS; } if (mNativeWindow.getNativeWindow()) { HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(), getSwapChainNativeFormat(), backbufferWidth, backbufferHeight, &mSwapChain); if (FAILED(result)) { ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2) { #if defined(ANGLE_ENABLE_D3D11_1) mSwapChain1 = d3d11::DynamicCastComObject(mSwapChain); #endif } result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource view"); } mFirstSwap = true; return resetOffscreenBuffers(backbufferWidth, backbufferHeight); } void SwapChain11::initPassThroughResources() { if (mPassThroughResourcesInit) { return; } TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources"); ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != NULL); // Make sure our resources are all not allocated, when we create ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL); ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer"); D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler"); D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout"); result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader"); result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader"); // Use the default rasterizer state but without culling D3D11_RASTERIZER_DESC rasterizerDesc; rasterizerDesc.FillMode = D3D11_FILL_SOLID; rasterizerDesc.CullMode = D3D11_CULL_NONE; rasterizerDesc.FrontCounterClockwise = FALSE; rasterizerDesc.DepthBias = 0; rasterizerDesc.SlopeScaledDepthBias = 0.0f; rasterizerDesc.DepthBiasClamp = 0.0f; rasterizerDesc.DepthClipEnable = TRUE; rasterizerDesc.ScissorEnable = FALSE; rasterizerDesc.MultisampleEnable = FALSE; rasterizerDesc.AntialiasedLineEnable = FALSE; result = device->CreateRasterizerState(&rasterizerDesc, &mPassThroughRS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughRS, "Swap chain pass through rasterizer state"); mPassThroughResourcesInit = true; } // parameters should be validated/clamped by caller EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) { if (mNeedsOffscreenTexture) { EGLint result = copyOffscreenToBackbuffer(x, y, width, height); if (result != EGL_SUCCESS) { return result; } } EGLint result = present(x, y, width, height); if (result != EGL_SUCCESS) { return result; } mRenderer->onSwap(); return EGL_SUCCESS; } EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mSwapChain) { return EGL_SUCCESS; } initPassThroughResources(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return EGL_BAD_ACCESS; } d3d11::PositionTexCoordVertex *vertices = static_cast(mappedResource.pData); // Create a quad in homogeneous coordinates float x1 = (x / float(mWidth)) * 2.0f - 1.0f; float y1 = (y / float(mHeight)) * 2.0f - 1.0f; float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f; float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f; float u1 = x / float(mWidth); float v1 = y / float(mHeight); float u2 = (x + width) / float(mWidth); float v2 = (y + height) / float(mHeight); // Invert the quad vertices depending on the surface orientation. if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0) { std::swap(x1, x2); } if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0) { std::swap(y1, y2); } d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1); d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2); d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1); d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2); deviceContext->Unmap(mQuadVB, 0); static UINT stride = sizeof(d3d11::PositionTexCoordVertex); static UINT startIdx = 0; deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx); // Apply state deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF); deviceContext->RSSetState(mPassThroughRS); // Apply shaders deviceContext->IASetInputLayout(mPassThroughIL); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); deviceContext->VSSetShader(mPassThroughVS, NULL, 0); deviceContext->PSSetShader(mPassThroughPS, NULL, 0); deviceContext->GSSetShader(NULL, NULL, 0); // Apply render targets mRenderer->setOneTimeRenderTarget(mBackBufferRTView); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(mWidth); viewport.Height = static_cast(mHeight); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures 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 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, ¶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 #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) { ERR("Present failed: the D3D11 device was removed: 0x%08X", 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 error code 0x%08X", result); } mNativeWindow.commitChange(); return EGL_SUCCESS; } ID3D11Texture2D *SwapChain11::getOffscreenTexture() { return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture; } ID3D11RenderTargetView *SwapChain11::getRenderTarget() { return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView; } ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource() { return mNeedsOffscreenTexture ? mOffscreenSRView : mBackBufferSRView; } ID3D11DepthStencilView *SwapChain11::getDepthStencil() { return mDepthStencilDSView; } ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource() { return mDepthStencilSRView; } ID3D11Texture2D *SwapChain11::getDepthStencilTexture() { return mDepthStencilTexture; } void SwapChain11::recreate() { // possibly should use this method instead of reset } void *rx::SwapChain11::getDevice() { return mRenderer->getDevice(); } }