#include "precompiled.h" // // Copyright (c) 2012-2013 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 "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" namespace rx { SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat) { mSwapChain = NULL; mBackBufferTexture = NULL; mBackBufferRTView = NULL; mOffscreenTexture = NULL; mOffscreenRTView = NULL; mOffscreenSRView = NULL; mDepthStencilTexture = NULL; mDepthStencilDSView = 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() { if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mOffscreenRTView) { mOffscreenRTView->Release(); mOffscreenRTView = NULL; } if (mOffscreenSRView) { mOffscreenSRView->Release(); mOffscreenSRView = NULL; } if (mDepthStencilTexture) { mDepthStencilTexture->Release(); mDepthStencilTexture = NULL; } if (mDepthStencilDSView) { mDepthStencilDSView->Release(); mDepthStencilDSView = NULL; } if (mQuadVB) { mQuadVB->Release(); mQuadVB = NULL; } if (mPassThroughSampler) { mPassThroughSampler->Release(); mPassThroughSampler = NULL; } if (mPassThroughIL) { mPassThroughIL->Release(); mPassThroughIL = NULL; } if (mPassThroughVS) { mPassThroughVS->Release(); mPassThroughVS = NULL; } if (mPassThroughPS) { mPassThroughPS->Release(); mPassThroughPS = NULL; } if (!mAppCreatedShareHandle) { mShareHandle = NULL; } } void SwapChain11::releaseOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mOffscreenRTView) { mOffscreenRTView->Release(); mOffscreenRTView = NULL; } if (mOffscreenSRView) { mOffscreenSRView->Release(); mOffscreenSRView = NULL; } if (mDepthStencilTexture) { mDepthStencilTexture->Release(); mDepthStencilTexture = NULL; } if (mDepthStencilDSView) { mDepthStencilDSView->Release(); mDepthStencilDSView = NULL; } } 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(); // 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); tempResource11->Release(); 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 != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat) || 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 = !mWindow && mRenderer->getShareHandleSupport(); D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Height = backbufferHeight; offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); 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 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); offscreenTextureResource->Release(); if (FAILED(result)) { mShareHandle = NULL; ERR("Could not get offscreen texture shared handle: %08lX", result); } } } } HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target"); result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource"); if (mDepthBufferFormat != GL_NONE) { D3D11_TEXTURE2D_DESC depthStencilDesc = {0}; depthStencilDesc.Width = backbufferWidth; depthStencilDesc.Height = backbufferHeight; depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat); depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; result = device->CreateTexture2D(&depthStencilDesc, 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, "Depth stencil texture"); result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view"); } 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); previousOffscreenTexture->Release(); 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; } if (!mSwapChain) reset(backbufferWidth, backbufferHeight, mSwapInterval); // Can only call resize if we have already created our swap buffer and resources ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView); if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } // Resize swap chain DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 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); } 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. if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } 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 (mWindow) { // We cannot create a swap chain for an HWND that is owned by a different process DWORD currentProcessId = GetCurrentProcessId(); DWORD wndProcessId; GetWindowThreadProcessId(mWindow, &wndProcessId); if (currentProcessId != wndProcessId) { ERR("Could not create swap chain, window owned by different process"); release(); return EGL_BAD_NATIVE_WINDOW; } IDXGIFactory *factory = mRenderer->getDxgiFactory(); DXGI_SWAP_CHAIN_DESC swapChainDesc = {0}; swapChainDesc.BufferCount = 2; swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); swapChainDesc.BufferDesc.Width = backbufferWidth; swapChainDesc.BufferDesc.Height = backbufferHeight; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Flags = 0; swapChainDesc.OutputWindow = mWindow; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &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_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout"); result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader"); result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), 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); // 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); 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; viewport.Width = mWidth; viewport.Height = mHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView); deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler); // Draw deviceContext->Draw(4, 0); result = mSwapChain->Present(mSwapInterval, 0); if (result == DXGI_ERROR_DEVICE_REMOVED) { HRESULT removedReason = device->GetDeviceRemovedReason(); 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 static ID3D11ShaderResourceView *const nullSRV = NULL; deviceContext->PSSetShaderResources(0, 1, &nullSRV); mRenderer->unapplyRenderTargets(); mRenderer->markAllStateDirty(); return EGL_SUCCESS; } // Increments refcount on texture. // caller must Release() the returned texture ID3D11Texture2D *SwapChain11::getOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->AddRef(); } return mOffscreenTexture; } // Increments refcount on view. // caller must Release() the returned view ID3D11RenderTargetView *SwapChain11::getRenderTarget() { if (mOffscreenRTView) { mOffscreenRTView->AddRef(); } return mOffscreenRTView; } // Increments refcount on view. // caller must Release() the returned view ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource() { if (mOffscreenSRView) { mOffscreenSRView->AddRef(); } return mOffscreenSRView; } // Increments refcount on view. // caller must Release() the returned view ID3D11DepthStencilView *SwapChain11::getDepthStencil() { if (mDepthStencilDSView) { mDepthStencilDSView->AddRef(); } return mDepthStencilDSView; } ID3D11Texture2D *SwapChain11::getDepthStencilTexture() { if (mDepthStencilTexture) { mDepthStencilTexture->AddRef(); } return mDepthStencilTexture; } SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain) { ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain)); return static_cast(swapChain); } void SwapChain11::recreate() { // possibly should use this method instead of reset } }