1 #include "precompiled.h" 2 // 3 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. 4 // Use of this source code is governed by a BSD-style license that can be 5 // found in the LICENSE file. 6 // 7 8 // SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain. 9 10 #include "libGLESv2/renderer/SwapChain11.h" 11 12 #include "libGLESv2/renderer/renderer11_utils.h" 13 #include "libGLESv2/renderer/Renderer11.h" 14 #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" 15 #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" 16 17 namespace rx 18 { 19 20 SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle, 21 GLenum backBufferFormat, GLenum depthBufferFormat) 22 : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat) 23 { 24 mSwapChain = NULL; 25 mBackBufferTexture = NULL; 26 mBackBufferRTView = NULL; 27 mOffscreenTexture = NULL; 28 mOffscreenRTView = NULL; 29 mOffscreenSRView = NULL; 30 mDepthStencilTexture = NULL; 31 mDepthStencilDSView = NULL; 32 mQuadVB = NULL; 33 mPassThroughSampler = NULL; 34 mPassThroughIL = NULL; 35 mPassThroughVS = NULL; 36 mPassThroughPS = NULL; 37 mWidth = -1; 38 mHeight = -1; 39 mSwapInterval = 0; 40 mAppCreatedShareHandle = mShareHandle != NULL; 41 mPassThroughResourcesInit = false; 42 } 43 44 SwapChain11::~SwapChain11() 45 { 46 release(); 47 } 48 49 void SwapChain11::release() 50 { 51 if (mSwapChain) 52 { 53 mSwapChain->Release(); 54 mSwapChain = NULL; 55 } 56 57 if (mBackBufferTexture) 58 { 59 mBackBufferTexture->Release(); 60 mBackBufferTexture = NULL; 61 } 62 63 if (mBackBufferRTView) 64 { 65 mBackBufferRTView->Release(); 66 mBackBufferRTView = NULL; 67 } 68 69 if (mOffscreenTexture) 70 { 71 mOffscreenTexture->Release(); 72 mOffscreenTexture = NULL; 73 } 74 75 if (mOffscreenRTView) 76 { 77 mOffscreenRTView->Release(); 78 mOffscreenRTView = NULL; 79 } 80 81 if (mOffscreenSRView) 82 { 83 mOffscreenSRView->Release(); 84 mOffscreenSRView = NULL; 85 } 86 87 if (mDepthStencilTexture) 88 { 89 mDepthStencilTexture->Release(); 90 mDepthStencilTexture = NULL; 91 } 92 93 if (mDepthStencilDSView) 94 { 95 mDepthStencilDSView->Release(); 96 mDepthStencilDSView = NULL; 97 } 98 99 if (mQuadVB) 100 { 101 mQuadVB->Release(); 102 mQuadVB = NULL; 103 } 104 105 if (mPassThroughSampler) 106 { 107 mPassThroughSampler->Release(); 108 mPassThroughSampler = NULL; 109 } 110 111 if (mPassThroughIL) 112 { 113 mPassThroughIL->Release(); 114 mPassThroughIL = NULL; 115 } 116 117 if (mPassThroughVS) 118 { 119 mPassThroughVS->Release(); 120 mPassThroughVS = NULL; 121 } 122 123 if (mPassThroughPS) 124 { 125 mPassThroughPS->Release(); 126 mPassThroughPS = NULL; 127 } 128 129 if (!mAppCreatedShareHandle) 130 { 131 mShareHandle = NULL; 132 } 133 } 134 135 void SwapChain11::releaseOffscreenTexture() 136 { 137 if (mOffscreenTexture) 138 { 139 mOffscreenTexture->Release(); 140 mOffscreenTexture = NULL; 141 } 142 143 if (mOffscreenRTView) 144 { 145 mOffscreenRTView->Release(); 146 mOffscreenRTView = NULL; 147 } 148 149 if (mOffscreenSRView) 150 { 151 mOffscreenSRView->Release(); 152 mOffscreenSRView = NULL; 153 } 154 155 if (mDepthStencilTexture) 156 { 157 mDepthStencilTexture->Release(); 158 mDepthStencilTexture = NULL; 159 } 160 161 if (mDepthStencilDSView) 162 { 163 mDepthStencilDSView->Release(); 164 mDepthStencilDSView = NULL; 165 } 166 } 167 168 EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight) 169 { 170 ID3D11Device *device = mRenderer->getDevice(); 171 172 ASSERT(device != NULL); 173 174 // D3D11 does not allow zero size textures 175 ASSERT(backbufferWidth >= 1); 176 ASSERT(backbufferHeight >= 1); 177 178 // Preserve the render target content 179 ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture; 180 if (previousOffscreenTexture) 181 { 182 previousOffscreenTexture->AddRef(); 183 } 184 const int previousWidth = mWidth; 185 const int previousHeight = mHeight; 186 187 releaseOffscreenTexture(); 188 189 // If the app passed in a share handle, open the resource 190 // See EGL_ANGLE_d3d_share_handle_client_buffer 191 if (mAppCreatedShareHandle) 192 { 193 ID3D11Resource *tempResource11; 194 HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11); 195 196 if (FAILED(result)) 197 { 198 ERR("Failed to open the swap chain pbuffer share handle: %08lX", result); 199 release(); 200 return EGL_BAD_PARAMETER; 201 } 202 203 result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture); 204 tempResource11->Release(); 205 206 if (FAILED(result)) 207 { 208 ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result); 209 release(); 210 return EGL_BAD_PARAMETER; 211 } 212 213 // Validate offscreen texture parameters 214 D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; 215 mOffscreenTexture->GetDesc(&offscreenTextureDesc); 216 217 if (offscreenTextureDesc.Width != (UINT)backbufferWidth 218 || offscreenTextureDesc.Height != (UINT)backbufferHeight 219 || offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat) 220 || offscreenTextureDesc.MipLevels != 1 221 || offscreenTextureDesc.ArraySize != 1) 222 { 223 ERR("Invalid texture parameters in the shared offscreen texture pbuffer"); 224 release(); 225 return EGL_BAD_PARAMETER; 226 } 227 } 228 else 229 { 230 const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport(); 231 232 D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; 233 offscreenTextureDesc.Width = backbufferWidth; 234 offscreenTextureDesc.Height = backbufferHeight; 235 offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); 236 offscreenTextureDesc.MipLevels = 1; 237 offscreenTextureDesc.ArraySize = 1; 238 offscreenTextureDesc.SampleDesc.Count = 1; 239 offscreenTextureDesc.SampleDesc.Quality = 0; 240 offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT; 241 offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; 242 offscreenTextureDesc.CPUAccessFlags = 0; 243 offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0; 244 245 HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture); 246 247 if (FAILED(result)) 248 { 249 ERR("Could not create offscreen texture: %08lX", result); 250 release(); 251 252 if (d3d11::isDeviceLostError(result)) 253 { 254 return EGL_CONTEXT_LOST; 255 } 256 else 257 { 258 return EGL_BAD_ALLOC; 259 } 260 } 261 262 d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture"); 263 264 // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client 265 if (useSharedResource) 266 { 267 IDXGIResource *offscreenTextureResource = NULL; 268 result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource); 269 270 // Fall back to no share handle on failure 271 if (FAILED(result)) 272 { 273 ERR("Could not query offscreen texture resource: %08lX", result); 274 } 275 else 276 { 277 result = offscreenTextureResource->GetSharedHandle(&mShareHandle); 278 279 if (FAILED(result)) 280 { 281 mShareHandle = NULL; 282 ERR("Could not get offscreen texture shared handle: %08lX", result); 283 } 284 } 285 } 286 } 287 288 HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView); 289 290 ASSERT(SUCCEEDED(result)); 291 d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target"); 292 293 result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView); 294 ASSERT(SUCCEEDED(result)); 295 d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource"); 296 297 if (mDepthBufferFormat != GL_NONE) 298 { 299 D3D11_TEXTURE2D_DESC depthStencilDesc = {0}; 300 depthStencilDesc.Width = backbufferWidth; 301 depthStencilDesc.Height = backbufferHeight; 302 depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat); 303 depthStencilDesc.MipLevels = 1; 304 depthStencilDesc.ArraySize = 1; 305 depthStencilDesc.SampleDesc.Count = 1; 306 depthStencilDesc.SampleDesc.Quality = 0; 307 depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; 308 depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; 309 depthStencilDesc.CPUAccessFlags = 0; 310 depthStencilDesc.MiscFlags = 0; 311 312 result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture); 313 if (FAILED(result)) 314 { 315 ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); 316 release(); 317 318 if (d3d11::isDeviceLostError(result)) 319 { 320 return EGL_CONTEXT_LOST; 321 } 322 else 323 { 324 return EGL_BAD_ALLOC; 325 } 326 } 327 d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture"); 328 329 result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView); 330 ASSERT(SUCCEEDED(result)); 331 d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view"); 332 } 333 334 mWidth = backbufferWidth; 335 mHeight = backbufferHeight; 336 337 if (previousOffscreenTexture != NULL) 338 { 339 D3D11_BOX sourceBox = {0}; 340 sourceBox.left = 0; 341 sourceBox.right = std::min(previousWidth, mWidth); 342 sourceBox.top = std::max(previousHeight - mHeight, 0); 343 sourceBox.bottom = previousHeight; 344 sourceBox.front = 0; 345 sourceBox.back = 1; 346 347 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 348 const int yoffset = std::max(mHeight - previousHeight, 0); 349 deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox); 350 351 previousOffscreenTexture->Release(); 352 353 if (mSwapChain) 354 { 355 swapRect(0, 0, mWidth, mHeight); 356 } 357 } 358 359 return EGL_SUCCESS; 360 } 361 362 EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight) 363 { 364 ID3D11Device *device = mRenderer->getDevice(); 365 366 if (device == NULL) 367 { 368 return EGL_BAD_ACCESS; 369 } 370 371 // Can only call resize if we have already created our swap buffer and resources 372 ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView); 373 374 if (mBackBufferTexture) 375 { 376 mBackBufferTexture->Release(); 377 mBackBufferTexture = NULL; 378 } 379 380 if (mBackBufferRTView) 381 { 382 mBackBufferRTView->Release(); 383 mBackBufferRTView = NULL; 384 } 385 386 // Resize swap chain 387 DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); 388 HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0); 389 390 if (FAILED(result)) 391 { 392 ERR("Error resizing swap chain buffers: 0x%08X", result); 393 release(); 394 395 if (d3d11::isDeviceLostError(result)) 396 { 397 return EGL_CONTEXT_LOST; 398 } 399 else 400 { 401 return EGL_BAD_ALLOC; 402 } 403 } 404 405 result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); 406 ASSERT(SUCCEEDED(result)); 407 if (SUCCEEDED(result)) 408 { 409 d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); 410 } 411 412 result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); 413 ASSERT(SUCCEEDED(result)); 414 if (SUCCEEDED(result)) 415 { 416 d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); 417 } 418 419 return resetOffscreenTexture(backbufferWidth, backbufferHeight); 420 } 421 422 EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) 423 { 424 ID3D11Device *device = mRenderer->getDevice(); 425 426 if (device == NULL) 427 { 428 return EGL_BAD_ACCESS; 429 } 430 431 // Release specific resources to free up memory for the new render target, while the 432 // old render target still exists for the purpose of preserving its contents. 433 if (mSwapChain) 434 { 435 mSwapChain->Release(); 436 mSwapChain = NULL; 437 } 438 439 if (mBackBufferTexture) 440 { 441 mBackBufferTexture->Release(); 442 mBackBufferTexture = NULL; 443 } 444 445 if (mBackBufferRTView) 446 { 447 mBackBufferRTView->Release(); 448 mBackBufferRTView = NULL; 449 } 450 451 mSwapInterval = static_cast<unsigned int>(swapInterval); 452 if (mSwapInterval > 4) 453 { 454 // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range 455 return EGL_BAD_PARAMETER; 456 } 457 458 // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains 459 if (backbufferWidth < 1 || backbufferHeight < 1) 460 { 461 releaseOffscreenTexture(); 462 return EGL_SUCCESS; 463 } 464 465 if (mWindow) 466 { 467 // We cannot create a swap chain for an HWND that is owned by a different process 468 DWORD currentProcessId = GetCurrentProcessId(); 469 DWORD wndProcessId; 470 GetWindowThreadProcessId(mWindow, &wndProcessId); 471 472 if (currentProcessId != wndProcessId) 473 { 474 ERR("Could not create swap chain, window owned by different process"); 475 release(); 476 return EGL_BAD_NATIVE_WINDOW; 477 } 478 479 IDXGIFactory *factory = mRenderer->getDxgiFactory(); 480 481 DXGI_SWAP_CHAIN_DESC swapChainDesc = {0}; 482 swapChainDesc.BufferCount = 2; 483 swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); 484 swapChainDesc.BufferDesc.Width = backbufferWidth; 485 swapChainDesc.BufferDesc.Height = backbufferHeight; 486 swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; 487 swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; 488 swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; 489 swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; 490 swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; 491 swapChainDesc.Flags = 0; 492 swapChainDesc.OutputWindow = mWindow; 493 swapChainDesc.SampleDesc.Count = 1; 494 swapChainDesc.SampleDesc.Quality = 0; 495 swapChainDesc.Windowed = TRUE; 496 497 HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain); 498 499 if (FAILED(result)) 500 { 501 ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result); 502 release(); 503 504 if (d3d11::isDeviceLostError(result)) 505 { 506 return EGL_CONTEXT_LOST; 507 } 508 else 509 { 510 return EGL_BAD_ALLOC; 511 } 512 } 513 514 result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); 515 ASSERT(SUCCEEDED(result)); 516 d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); 517 518 result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); 519 ASSERT(SUCCEEDED(result)); 520 d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); 521 } 522 523 // If we are resizing the swap chain, we don't wish to recreate all the static resources 524 if (!mPassThroughResourcesInit) 525 { 526 mPassThroughResourcesInit = true; 527 initPassThroughResources(); 528 } 529 530 return resetOffscreenTexture(backbufferWidth, backbufferHeight); 531 } 532 533 void SwapChain11::initPassThroughResources() 534 { 535 ID3D11Device *device = mRenderer->getDevice(); 536 537 ASSERT(device != NULL); 538 539 // Make sure our resources are all not allocated, when we create 540 ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL); 541 ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL); 542 543 D3D11_BUFFER_DESC vbDesc; 544 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; 545 vbDesc.Usage = D3D11_USAGE_DYNAMIC; 546 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 547 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 548 vbDesc.MiscFlags = 0; 549 vbDesc.StructureByteStride = 0; 550 551 HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB); 552 ASSERT(SUCCEEDED(result)); 553 d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer"); 554 555 D3D11_SAMPLER_DESC samplerDesc; 556 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; 557 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; 558 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; 559 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; 560 samplerDesc.MipLODBias = 0.0f; 561 samplerDesc.MaxAnisotropy = 0; 562 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; 563 samplerDesc.BorderColor[0] = 0.0f; 564 samplerDesc.BorderColor[1] = 0.0f; 565 samplerDesc.BorderColor[2] = 0.0f; 566 samplerDesc.BorderColor[3] = 0.0f; 567 samplerDesc.MinLOD = 0; 568 samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; 569 570 result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler); 571 ASSERT(SUCCEEDED(result)); 572 d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler"); 573 574 D3D11_INPUT_ELEMENT_DESC quadLayout[] = 575 { 576 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 577 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 578 }; 579 580 result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL); 581 ASSERT(SUCCEEDED(result)); 582 d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout"); 583 584 result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS); 585 ASSERT(SUCCEEDED(result)); 586 d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader"); 587 588 result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS); 589 ASSERT(SUCCEEDED(result)); 590 d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader"); 591 } 592 593 // parameters should be validated/clamped by caller 594 EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) 595 { 596 if (!mSwapChain) 597 { 598 return EGL_SUCCESS; 599 } 600 601 ID3D11Device *device = mRenderer->getDevice(); 602 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 603 604 // Set vertices 605 D3D11_MAPPED_SUBRESOURCE mappedResource; 606 HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 607 if (FAILED(result)) 608 { 609 return EGL_BAD_ACCESS; 610 } 611 612 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); 613 614 // Create a quad in homogeneous coordinates 615 float x1 = (x / float(mWidth)) * 2.0f - 1.0f; 616 float y1 = (y / float(mHeight)) * 2.0f - 1.0f; 617 float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f; 618 float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f; 619 620 float u1 = x / float(mWidth); 621 float v1 = y / float(mHeight); 622 float u2 = (x + width) / float(mWidth); 623 float v2 = (y + height) / float(mHeight); 624 625 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1); 626 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2); 627 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1); 628 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2); 629 630 deviceContext->Unmap(mQuadVB, 0); 631 632 static UINT stride = sizeof(d3d11::PositionTexCoordVertex); 633 static UINT startIdx = 0; 634 deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx); 635 636 // Apply state 637 deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); 638 639 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; 640 deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF); 641 642 deviceContext->RSSetState(NULL); 643 644 // Apply shaders 645 deviceContext->IASetInputLayout(mPassThroughIL); 646 deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); 647 deviceContext->VSSetShader(mPassThroughVS, NULL, 0); 648 deviceContext->PSSetShader(mPassThroughPS, NULL, 0); 649 deviceContext->GSSetShader(NULL, NULL, 0); 650 651 // Apply render targets 652 mRenderer->setOneTimeRenderTarget(mBackBufferRTView); 653 654 // Set the viewport 655 D3D11_VIEWPORT viewport; 656 viewport.TopLeftX = 0; 657 viewport.TopLeftY = 0; 658 viewport.Width = mWidth; 659 viewport.Height = mHeight; 660 viewport.MinDepth = 0.0f; 661 viewport.MaxDepth = 1.0f; 662 deviceContext->RSSetViewports(1, &viewport); 663 664 // Apply textures 665 deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView); 666 deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler); 667 668 // Draw 669 deviceContext->Draw(4, 0); 670 result = mSwapChain->Present(mSwapInterval, 0); 671 672 if (result == DXGI_ERROR_DEVICE_REMOVED) 673 { 674 HRESULT removedReason = device->GetDeviceRemovedReason(); 675 ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason); 676 return EGL_CONTEXT_LOST; 677 } 678 else if (result == DXGI_ERROR_DEVICE_RESET) 679 { 680 ERR("Present failed: the D3D11 device was reset from a bad command."); 681 return EGL_CONTEXT_LOST; 682 } 683 else if (FAILED(result)) 684 { 685 ERR("Present failed with error code 0x%08X", result); 686 } 687 688 // Unbind 689 static ID3D11ShaderResourceView *const nullSRV = NULL; 690 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 691 692 mRenderer->unapplyRenderTargets(); 693 mRenderer->markAllStateDirty(); 694 695 return EGL_SUCCESS; 696 } 697 698 // Increments refcount on texture. 699 // caller must Release() the returned texture 700 ID3D11Texture2D *SwapChain11::getOffscreenTexture() 701 { 702 if (mOffscreenTexture) 703 { 704 mOffscreenTexture->AddRef(); 705 } 706 707 return mOffscreenTexture; 708 } 709 710 // Increments refcount on view. 711 // caller must Release() the returned view 712 ID3D11RenderTargetView *SwapChain11::getRenderTarget() 713 { 714 if (mOffscreenRTView) 715 { 716 mOffscreenRTView->AddRef(); 717 } 718 719 return mOffscreenRTView; 720 } 721 722 // Increments refcount on view. 723 // caller must Release() the returned view 724 ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource() 725 { 726 if (mOffscreenSRView) 727 { 728 mOffscreenSRView->AddRef(); 729 } 730 731 return mOffscreenSRView; 732 } 733 734 // Increments refcount on view. 735 // caller must Release() the returned view 736 ID3D11DepthStencilView *SwapChain11::getDepthStencil() 737 { 738 if (mDepthStencilDSView) 739 { 740 mDepthStencilDSView->AddRef(); 741 } 742 743 return mDepthStencilDSView; 744 } 745 746 ID3D11Texture2D *SwapChain11::getDepthStencilTexture() 747 { 748 if (mDepthStencilTexture) 749 { 750 mDepthStencilTexture->AddRef(); 751 } 752 753 return mDepthStencilTexture; 754 } 755 756 SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain) 757 { 758 ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain)); 759 return static_cast<rx::SwapChain11*>(swapChain); 760 } 761 762 void SwapChain11::recreate() 763 { 764 // possibly should use this method instead of reset 765 } 766 767 } 768