| // |
| // 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 <EGL/eglext.h> |
| |
| #include "libANGLE/features.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| #include "libANGLE/renderer/d3d/d3d11/NativeWindow11.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 |
| { |
| // 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) |
| : 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(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); |
| |
| // Get the performance counter |
| LARGE_INTEGER counterFreqency = {}; |
| BOOL success = QueryPerformanceFrequency(&counterFreqency); |
| ASSERT(success); |
| |
| mQPCFrequency = counterFreqency.QuadPart; |
| } |
| |
| SwapChain11::~SwapChain11() |
| { |
| release(); |
| } |
| |
| void SwapChain11::release() |
| { |
| SafeRelease(mSwapChain1); |
| 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::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 = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11); |
| SafeRelease(tempResource11); |
| } |
| else if (mD3DTexture != nullptr) |
| { |
| mOffscreenTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(mD3DTexture); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| ASSERT(mOffscreenTexture != nullptr); |
| mOffscreenTexture->GetDesc(&offscreenTextureDesc); |
| } |
| 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 = 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, " << gl::FmtHR(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, " << gl::FmtHR(result); |
| } |
| else |
| { |
| result = offscreenTextureResource->GetSharedHandle(&mShareHandle); |
| SafeRelease(offscreenTextureResource); |
| |
| if (FAILED(result)) |
| { |
| mShareHandle = NULL; |
| 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<IDXGIKeyedMutex>(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<UINT>(-1); |
| |
| if (offscreenTextureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE) |
| { |
| 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::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 = 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, " |
| << gl::FmtHR(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<UINT>(-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, " << 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; |
| } |
| } |
| |
| 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 |
| 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(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) |
| { |
| mSwapInterval = static_cast<unsigned int>(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. |
| SafeRelease(mSwapChain1); |
| 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, " |
| << 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<IDXGISwapChain1>(mSwapChain); |
| } |
| |
| 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<d3d11::PositionTexCoordVertex*>(mappedResource.pData); |
| |
| // Create a quad in homogeneous coordinates |
| float x1 = (x / float(mWidth)) * 2.0f - 1.0f; |
| float y1 = (y / float(mHeight)) * 2.0f - 1.0f; |
| 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); |
| |
| auto stateManager = mRenderer->getStateManager(); |
| |
| // Apply render targets |
| stateManager->setOneTimeRenderTarget(mBackBufferRTView, nullptr); |
| |
| // Set the viewport |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = static_cast<FLOAT>(mWidth); |
| viewport.Height = static_cast<FLOAT>(mHeight); |
| viewport.MinDepth = 0.0f; |
| viewport.MaxDepth = 1.0f; |
| deviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply textures |
| 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->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; |
| |
| // 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<LONG>(x), static_cast<LONG>(mHeight - y - height), |
| static_cast<LONG>(x + width), static_cast<LONG>(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. |
| 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; |
| } |
| |
| 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 |
| } |
| |
| egl::Error SwapChain11::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) |
| { |
| if (!mSwapChain) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, "Swap chain uninitialized"); |
| } |
| |
| DXGI_FRAME_STATISTICS stats = {}; |
| HRESULT result = mSwapChain->GetFrameStatistics(&stats); |
| |
| if (FAILED(result)) |
| { |
| return egl::Error(EGL_BAD_ALLOC, "Failed to get frame statistics, result: 0x%X", 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::Error(EGL_SUCCESS); |
| } |
| |
| } // namespace rx |