/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "SwapChainBase.hpp" #include "TextureViewGLImpl.hpp" #include "RenderDeviceGLImpl.hpp" namespace Diligent { /// Base implementation of a swap chain for OpenGL. template class SwapChainGLBase : public SwapChainBase { public: using TSwapChainBase = SwapChainBase; SwapChainGLBase(IReferenceCounters* pRefCounters, IRenderDevice* pDevice, IDeviceContext* pDeviceContext, const SwapChainDesc& SCDesc) : TSwapChainBase{pRefCounters, pDevice, pDeviceContext, SCDesc} {} /// Implementation of ISwapChain::GetCurrentBackBufferRTV() in OpenGL backend. virtual ITextureView* DILIGENT_CALL_TYPE GetCurrentBackBufferRTV() override final { return m_pRenderTargetView; } /// Implementation of ISwapChain::GetDepthBufferDSV() in OpenGL backend. virtual ITextureView* DILIGENT_CALL_TYPE GetDepthBufferDSV() override final { return m_pDepthStencilView; } protected: bool Resize(Uint32 NewWidth, Uint32 NewHeight, SURFACE_TRANSFORM NewPreTransform, Int32 /*To be different from virtual function*/) { if (NewPreTransform != SURFACE_TRANSFORM_OPTIMAL && NewPreTransform != SURFACE_TRANSFORM_IDENTITY) { LOG_WARNING_MESSAGE(GetSurfaceTransformString(NewPreTransform), " is not an allowed pretransform because OpenGL swap chains only support identity transform. " "Use SURFACE_TRANSFORM_OPTIMAL (recommended) or SURFACE_TRANSFORM_IDENTITY."); } NewPreTransform = SURFACE_TRANSFORM_OPTIMAL; if (TSwapChainBase::Resize(NewWidth, NewHeight, NewPreTransform)) { if (m_pRenderTargetView) { if (auto pDeviceContext = this->m_wpDeviceContext.Lock()) { auto* pImmediateCtxGL = pDeviceContext.template RawPtr(); // Unbind the back buffer to be consistent with other backends auto* pCurrentBackBuffer = ValidatedCast(m_pRenderTargetView->GetTexture()); auto RenderTargetsReset = pImmediateCtxGL->UnbindTextureFromFramebuffer(pCurrentBackBuffer, false); if (RenderTargetsReset) { LOG_INFO_MESSAGE_ONCE("Resizing the swap chain requires back and depth-stencil buffers to be unbound from the device context. " "An application should use SetRenderTargets() to restore them."); } } } CreateDummyBuffers(this->m_pRenderDevice.template RawPtr()); return true; } return false; } void CreateDummyBuffers(RenderDeviceGLImpl* pRenderDeviceGL) { TextureDesc ColorBuffDesc; ColorBuffDesc.Type = RESOURCE_DIM_TEX_2D; ColorBuffDesc.Name = "Main color buffer stub"; ColorBuffDesc.Width = this->m_SwapChainDesc.Width; ColorBuffDesc.Height = this->m_SwapChainDesc.Height; ColorBuffDesc.Format = this->m_SwapChainDesc.ColorBufferFormat; ColorBuffDesc.BindFlags = BIND_RENDER_TARGET; RefCntAutoPtr pDummyColorBuffer; pRenderDeviceGL->CreateDummyTexture(ColorBuffDesc, RESOURCE_STATE_RENDER_TARGET, &pDummyColorBuffer); m_pRenderTargetView = ValidatedCast(pDummyColorBuffer->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET)); TextureDesc DepthBuffDesc = ColorBuffDesc; DepthBuffDesc.Name = "Main depth buffer stub"; DepthBuffDesc.Format = this->m_SwapChainDesc.DepthBufferFormat; DepthBuffDesc.BindFlags = BIND_DEPTH_STENCIL; RefCntAutoPtr pDummyDepthBuffer; pRenderDeviceGL->CreateDummyTexture(DepthBuffDesc, RESOURCE_STATE_DEPTH_WRITE, &pDummyDepthBuffer); m_pDepthStencilView = ValidatedCast(pDummyDepthBuffer->GetDefaultView(TEXTURE_VIEW_DEPTH_STENCIL)); } RefCntAutoPtr m_pRenderTargetView; RefCntAutoPtr m_pDepthStencilView; }; } // namespace Diligent