// // 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 "libANGLE/renderer/d3d/d3d11/renderer11_utils.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" // Precompiled shaders #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" namespace rx { SwapChain11::SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mRenderer(renderer), SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat), 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; } SwapChain11::~SwapChain11() { release(); } void SwapChain11::release() { SafeRelease(mSwapChain); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); SafeRelease(mOffscreenTexture); SafeRelease(mOffscreenRTView); SafeRelease(mOffscreenSRView); SafeRelease(mDepthStencilTexture); SafeRelease(mDepthStencilDSView); SafeRelease(mDepthStencilSRView); SafeRelease(mQuadVB); SafeRelease(mPassThroughSampler); SafeRelease(mPassThroughIL); SafeRelease(mPassThroughVS); SafeRelease(mPassThroughPS); if (!mAppCreatedShareHandle) { mShareHandle = NULL; } } void SwapChain11::releaseOffscreenTexture() { SafeRelease(mOffscreenTexture); SafeRelease(mOffscreenRTView); SafeRelease(mOffscreenSRView); SafeRelease(mDepthStencilTexture); SafeRelease(mDepthStencilDSView); SafeRelease(mDepthStencilSRView); } EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight) { 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; releaseOffscreenTexture(); const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel()); // 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}; #if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) const int textureLength = std::max(backbufferWidth, backbufferHeight); offscreenTextureDesc.Width = textureLength; offscreenTextureDesc.Height = textureLength; #else offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Height = backbufferHeight; #endif 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 ? D3D11_RESOURCE_MISC_SHARED : 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); } } } } 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"); const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getFeatureLevel()); if (mDepthBufferFormat != GL_NONE) { D3D11_TEXTURE2D_DESC depthStencilTextureDesc; #if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) const int textureLength = std::max(backbufferWidth, backbufferHeight); depthStencilTextureDesc.Width = textureLength; depthStencilTextureDesc.Height = textureLength; #else depthStencilTextureDesc.Width = backbufferWidth; depthStencilTextureDesc.Height = backbufferHeight; #endif 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; 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"); } } 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) { 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; } #if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) // Can only call resize if we have already created our swap buffer and resources ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); // 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); 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"); } return resetOffscreenTexture(backbufferWidth, backbufferHeight); #else // Do nothing on Windows Phone apart from updating the internal buffer/width height mWidth = backbufferWidth; mHeight = backbufferHeight; return EGL_SUCCESS; #endif } EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) { 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. SafeRelease(mSwapChain); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); 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; } // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains if (backbufferWidth < 1 || backbufferHeight < 1) { releaseOffscreenTexture(); return EGL_SUCCESS; } if (mNativeWindow.getNativeWindow()) { const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel()); HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(), backbufferFormatInfo.texFormat, 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; } } 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"); } // If we are resizing the swap chain, we don't wish to recreate all the static resources if (!mPassThroughResourcesInit) { mPassThroughResourcesInit = true; initPassThroughResources(); } return resetOffscreenTexture(backbufferWidth, backbufferHeight); } void 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"); } // parameters should be validated/clamped by caller EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mSwapChain) { return EGL_SUCCESS; } 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(mappedResource.pData); #if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) // Create a quad in homogeneous coordinates float x1 = -1.0f; float y1 = -1.0f; float x2 = 1.0f; float y2 = 1.0f; const float dim = std::max(mWidth, mHeight); float u1 = 0; float v1 = 0; float u2 = float(width) / dim; float v2 = float(height) / dim; const NativeWindow::RotationFlags flags = mNativeWindow.rotationFlags(); const bool rotateL = flags == NativeWindow::RotateLeft; const bool rotateR = flags == NativeWindow::RotateRight; d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1); d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2); d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1); d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2); #else // 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); 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); #endif 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(NULL); // 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; #if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) viewport.Width = (rotateL || rotateR) ? height : width; viewport.Height = (rotateL || rotateR) ? width : height; #else viewport.Width = mWidth; viewport.Height = mHeight; #endif viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView); deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler); // Draw deviceContext->Draw(4, 0); #if ANGLE_VSYNC == ANGLE_DISABLED result = mSwapChain->Present(0, 0); #else result = mSwapChain->Present(mSwapInterval, 0); #endif 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); 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); } // Unbind mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); mRenderer->unapplyRenderTargets(); mRenderer->markAllStateDirty(); return EGL_SUCCESS; } ID3D11Texture2D *SwapChain11::getOffscreenTexture() { return mOffscreenTexture; } ID3D11RenderTargetView *SwapChain11::getRenderTarget() { return mOffscreenRTView; } ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource() { return mOffscreenSRView; } ID3D11DepthStencilView *SwapChain11::getDepthStencil() { return mDepthStencilDSView; } ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource() { return mDepthStencilSRView; } ID3D11Texture2D *SwapChain11::getDepthStencilTexture() { return mDepthStencilTexture; } SwapChain11 *SwapChain11::makeSwapChain11(SwapChainD3D *swapChain) { ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain)); return static_cast(swapChain); } void SwapChain11::recreate() { // possibly should use this method instead of reset } void *rx::SwapChain11::getDevice() { return mRenderer->getDevice(); } }