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kc3-lang/angle/src/libGLESv2/renderer/SwapChain11.cpp

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  • Author : daniel@transgaming.com
    Date : 2012-11-28 20:53:40
    Hash : d733bb88
    Message : Adds makeSwapChain9/11 functions. TRAC #22134 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1477 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/SwapChain11.cpp
  • //
    // Copyright (c) 2012 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 "common/debug.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/renderer/renderer11_utils.h"
    #include "libGLESv2/renderer/Renderer11.h"
    #include "libGLESv2/Context.h"
    #include "libGLESv2/main.h"
    
    namespace rx
    {
    
    SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
                             GLenum backBufferFormat, GLenum depthBufferFormat)
        : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
    {
        mSwapChain = NULL;
        mBackBuffer = NULL;
        mBackBufferView = NULL;
        mRenderTargetView = NULL;
        mDepthStencil = NULL;
        mDepthStencilView = NULL;
        mOffscreenTexture = NULL;
        mWidth = -1;
        mHeight = -1;
    }
    
    SwapChain11::~SwapChain11()
    {
        release();
    }
    
    void SwapChain11::release()
    {
        if (mSwapChain)
        {
            mSwapChain->Release();
            mSwapChain = NULL;
        }
    
        if (mBackBuffer)
        {
            mBackBuffer->Release();
            mBackBuffer = NULL;
        }
    
        if (mBackBufferView)
        {
            mBackBufferView->Release();
            mBackBufferView = NULL;
        }
        
        if (mRenderTargetView)
        {
            mRenderTargetView->Release();
            mRenderTargetView = NULL;
        }
    
        if (mDepthStencil)
        {
            mDepthStencil->Release();
            mDepthStencil = NULL;
        }
    
        if (mDepthStencilView)
        {
            mDepthStencilView->Release();
            mDepthStencilView = NULL;
        }
    
        if (mOffscreenTexture)
        {
            mOffscreenTexture->Release();
            mOffscreenTexture = NULL;
        }
    
        if (mWindow)
            mShareHandle = NULL;
    }
    
    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 (mBackBuffer)
        {
            mBackBuffer->Release();
            mBackBuffer = NULL;
        }
    
        if (mBackBufferView)
        {
            mBackBufferView->Release();
            mBackBufferView = NULL;
        }
    
        if (mRenderTargetView)   // TODO: Preserve the render target content
        {
            mRenderTargetView->Release();
            mRenderTargetView = NULL;
        }
    
        if (mOffscreenTexture)
        {
            mOffscreenTexture->Release();
            mOffscreenTexture = NULL;
        }
    
        if (mDepthStencil)
        {
            mDepthStencil->Release();
            mDepthStencil = NULL;
        }
    
        if (mDepthStencilView)
        {
            mDepthStencilView->Release();
            mDepthStencilView = NULL;
        }
    
        HANDLE *pShareHandle = NULL;
        if (!mWindow && mRenderer->getShareHandleSupport())
        {
            pShareHandle = &mShareHandle;
        }
    
        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;
        offscreenTextureDesc.CPUAccessFlags = 0;
        offscreenTextureDesc.MiscFlags = 0;   // D3D11_RESOURCE_MISC_SHARED
    
        HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
    
        if (FAILED(result))
        {
            ERR("Could not create offscreen texture: %08lX", result);
            release();
    
            if (isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }
            
        result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mRenderTargetView);
        ASSERT(SUCCEEDED(result));
    
        if (mWindow)
        {
            IDXGIFactory *factory = mRenderer->getDxgiFactory();
    
            DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
            swapChainDesc.BufferCount = 2;
            swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
            swapChainDesc.BufferDesc.Width = 1;
            swapChainDesc.BufferDesc.Height = 1;
            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;
    
            result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
    
            if (FAILED(result))
            {
                ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
                release();
    
                if (isDeviceLostError(result))
                {
                    return EGL_CONTEXT_LOST;
                }
                else
                {
                    return EGL_BAD_ALLOC;
                }
            }
    
            result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
            ASSERT(SUCCEEDED(result));
    
            result = device->CreateRenderTargetView(mBackBuffer, NULL, &mBackBufferView);
            ASSERT(SUCCEEDED(result));
        }
    
        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, &mDepthStencil);
    
            if (FAILED(result))
            {
                ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
                release();
    
                if (isDeviceLostError(result))
                {
                    return EGL_CONTEXT_LOST;
                }
                else
                {
                    return EGL_BAD_ALLOC;
                }
            }
    
            result = device->CreateDepthStencilView(mDepthStencil, NULL, &mDepthStencilView);
            ASSERT(SUCCEEDED(result));
        }
    
        mWidth = backbufferWidth;
        mHeight = backbufferHeight;
    
        return EGL_SUCCESS;
    }
    
    // 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();
    
        // TODO
        UNIMPLEMENTED();
    
        return EGL_SUCCESS;
    }
    
    // Increments refcount on view.
    // caller must Release() the returned view
    ID3D11RenderTargetView *SwapChain11::getRenderTarget()
    {
        if (mRenderTargetView)
        {
            mRenderTargetView->AddRef();
        }
    
        return mRenderTargetView;
    }
    
    // Increments refcount on view.
    // caller must Release() the returned view
    ID3D11DepthStencilView *SwapChain11::getDepthStencil()
    {
        if (mDepthStencilView)
        {
            mDepthStencilView->AddRef();
        }
    
        return mDepthStencilView;
    }
    
    // Increments refcount on texture.
    // caller must Release() the returned texture
    ID3D11Texture2D *SwapChain11::getOffscreenTexture()
    {
        if (mOffscreenTexture)
        {
            mOffscreenTexture->AddRef();
        }
    
        return mOffscreenTexture;
    }
    
    SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
    {
        ASSERT(dynamic_cast<rx::SwapChain11*>(swapChain) != NULL);
        return static_cast<rx::SwapChain11*>(swapChain);
    }
    
    }