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/*
* 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.
*/
#include "pch.h"
#include <dxgi1_3.h>
#include "SwapChainD3D11Impl.hpp"
#include "RenderDeviceD3D11Impl.hpp"
#include "DeviceContextD3D11Impl.hpp"
namespace Diligent
{
SwapChainD3D11Impl::SwapChainD3D11Impl(IReferenceCounters* pRefCounters,
const SwapChainDesc& SCDesc,
const FullScreenModeDesc& FSDesc,
RenderDeviceD3D11Impl* pRenderDeviceD3D11,
DeviceContextD3D11Impl* pDeviceContextD3D11,
const NativeWindow& Window) :
// clang-format off
TSwapChainBase
{
pRefCounters,
pRenderDeviceD3D11,
pDeviceContextD3D11,
SCDesc,
FSDesc,
Window
}
// clang-format on
{
auto* pd3d11Device = pRenderDeviceD3D11->GetD3D11Device();
CreateDXGISwapChain(pd3d11Device);
CreateRTVandDSV();
}
SwapChainD3D11Impl::~SwapChainD3D11Impl()
{
}
void SwapChainD3D11Impl::CreateRTVandDSV()
{
auto* pRenderDeviceD3D11Impl = m_pRenderDevice.RawPtr<RenderDeviceD3D11Impl>();
m_pRenderTargetView.Release();
m_pDepthStencilView.Release();
// Create a render target view
CComPtr<ID3D11Texture2D> pd3dBackBuffer;
CHECK_D3D_RESULT_THROW(m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(static_cast<ID3D11Texture2D**>(&pd3dBackBuffer))),
"Failed to get back buffer from swap chain");
static const char BackBufferName[] = "Main back buffer";
auto hr = pd3dBackBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, _countof(BackBufferName) - 1, BackBufferName);
DEV_CHECK_ERR(SUCCEEDED(hr), "Failed to set back buffer name");
RefCntAutoPtr<ITexture> pBackBuffer;
pRenderDeviceD3D11Impl->CreateTexture2DFromD3DResource(pd3dBackBuffer, RESOURCE_STATE_UNDEFINED, &pBackBuffer);
TextureViewDesc RTVDesc;
RTVDesc.ViewType = TEXTURE_VIEW_RENDER_TARGET;
RTVDesc.Format = m_SwapChainDesc.ColorBufferFormat;
RefCntAutoPtr<ITextureView> pRTV;
pBackBuffer->CreateView(RTVDesc, &pRTV);
m_pRenderTargetView = RefCntAutoPtr<ITextureViewD3D11>(pRTV, IID_TextureViewD3D11);
if (m_SwapChainDesc.DepthBufferFormat != TEX_FORMAT_UNKNOWN)
{
// Create depth buffer
TextureDesc DepthBufferDesc;
DepthBufferDesc.Name = "Main depth buffer";
DepthBufferDesc.Type = RESOURCE_DIM_TEX_2D;
DepthBufferDesc.Width = m_SwapChainDesc.Width;
DepthBufferDesc.Height = m_SwapChainDesc.Height;
DepthBufferDesc.MipLevels = 1;
DepthBufferDesc.ArraySize = 1;
DepthBufferDesc.Format = m_SwapChainDesc.DepthBufferFormat;
DepthBufferDesc.SampleCount = 1;
DepthBufferDesc.Usage = USAGE_DEFAULT;
DepthBufferDesc.BindFlags = BIND_DEPTH_STENCIL;
DepthBufferDesc.CPUAccessFlags = CPU_ACCESS_NONE;
DepthBufferDesc.MiscFlags = MISC_TEXTURE_FLAG_NONE;
RefCntAutoPtr<ITexture> ptex2DDepthBuffer;
m_pRenderDevice->CreateTexture(DepthBufferDesc, nullptr, &ptex2DDepthBuffer);
auto pDSV = ptex2DDepthBuffer->GetDefaultView(TEXTURE_VIEW_DEPTH_STENCIL);
m_pDepthStencilView = RefCntAutoPtr<ITextureViewD3D11>(pDSV, IID_TextureViewD3D11);
}
}
IMPLEMENT_QUERY_INTERFACE(SwapChainD3D11Impl, IID_SwapChainD3D11, TSwapChainBase)
void SwapChainD3D11Impl::Present(Uint32 SyncInterval)
{
#if PLATFORM_UNIVERSAL_WINDOWS
SyncInterval = 1; // Interval 0 is not supported on Windows Phone
#endif
auto pDeviceContext = m_wpDeviceContext.Lock();
if (!pDeviceContext)
{
LOG_ERROR_MESSAGE("Immediate context has been released");
return;
}
auto* pImmediateCtxD3D11 = pDeviceContext.RawPtr<DeviceContextD3D11Impl>();
// A successful Present call for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds
// backbuffer 0 from all GPU writeable bind points.
pImmediateCtxD3D11->UnbindTextureFromFramebuffer(ValidatedCast<TextureBaseD3D11>(m_pRenderTargetView->GetTexture()), false);
if (m_SwapChainDesc.IsPrimary)
{
pImmediateCtxD3D11->FinishFrame();
// Clear the state caches to release all outstanding objects
// that are only kept alive by references in the cache
// It is better to do this before calling Present() as D3D11
// also releases resources during present.
pImmediateCtxD3D11->ReleaseCommittedShaderResources();
// ReleaseCommittedShaderResources() does not unbind vertex and index buffers
// as this can explicitly be done by the user
}
// In contrast to MSDN sample, we wait for the frame as late as possible - right
// before presenting.
// https://docs.microsoft.com/en-us/windows/uwp/gaming/reduce-latency-with-dxgi-1-3-swap-chains#step-4-wait-before-rendering-each-frame
WaitForFrame();
m_pSwapChain->Present(SyncInterval, 0);
}
void SwapChainD3D11Impl::UpdateSwapChain(bool CreateNew)
{
// When switching to full screen mode, WM_SIZE is send to the window
// and Resize() is called before the new swap chain is created
if (!m_pSwapChain)
return;
auto pDeviceContext = m_wpDeviceContext.Lock();
VERIFY(pDeviceContext, "Immediate context has been released");
if (pDeviceContext)
{
auto* pImmediateCtxD3D11 = pDeviceContext.RawPtr<DeviceContextD3D11Impl>();
auto* pCurrentBackBuffer = ValidatedCast<TextureBaseD3D11>(m_pRenderTargetView->GetTexture());
auto RenderTargetsReset = pImmediateCtxD3D11->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.");
}
// Swap chain cannot be resized until all references are released
m_pRenderTargetView.Release();
m_pDepthStencilView.Release();
try
{
if (CreateNew)
{
m_pSwapChain.Release();
// Only one flip presentation model swap chain can be associated with an HWND.
// We must make sure that the swap chain is actually released by D3D11 before creating a new one.
// To force the destruction, we need to ensure no views are bound to pipeline state, and then call Flush
// on the immediate context. Dstruction must be forced before calling IDXGIFactory2::CreateSwapChainForHwnd(), or
// IDXGIFactory2::CreateSwapChainForCoreWindow() again to create a new swap chain.
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476425(v=vs.85).aspx#Defer_Issues_with_Flip
pImmediateCtxD3D11->Flush();
auto* pd3d11Device = m_pRenderDevice.RawPtr<RenderDeviceD3D11Impl>()->GetD3D11Device();
CreateDXGISwapChain(pd3d11Device);
}
else
{
DXGI_SWAP_CHAIN_DESC SCDes;
memset(&SCDes, 0, sizeof(SCDes));
m_pSwapChain->GetDesc(&SCDes);
CHECK_D3D_RESULT_THROW(m_pSwapChain->ResizeBuffers(SCDes.BufferCount, m_SwapChainDesc.Width,
m_SwapChainDesc.Height, SCDes.BufferDesc.Format,
SCDes.Flags),
"Failed to resize the DXGI swap chain");
// Call flush to release resources
pImmediateCtxD3D11->Flush();
}
CreateRTVandDSV();
}
catch (const std::runtime_error&)
{
LOG_ERROR("Failed to resize the swap chain");
}
}
}
void SwapChainD3D11Impl::Resize(Uint32 NewWidth, Uint32 NewHeight, SURFACE_TRANSFORM NewPreTransform)
{
if (TSwapChainBase::Resize(NewWidth, NewHeight, NewPreTransform))
{
UpdateSwapChain(false);
}
}
void SwapChainD3D11Impl::SetDXGIDeviceMaximumFrameLatency()
{
VERIFY(m_FrameLatencyWaitableObject == NULL, "This method should only be used as a workaround for swap chains that are not waitable");
auto* pd3d11Device = m_pRenderDevice.RawPtr<IRenderDeviceD3D11>()->GetD3D11Device();
CComPtr<IDXGIDevice1> pDXGIDevice;
auto hr = pd3d11Device->QueryInterface(__uuidof(pDXGIDevice), reinterpret_cast<void**>(static_cast<IDXGIDevice1**>(&pDXGIDevice)));
if (SUCCEEDED(hr) && pDXGIDevice)
{
hr = pDXGIDevice->SetMaximumFrameLatency(m_MaxFrameLatency);
if (FAILED(hr))
{
LOG_ERROR_MESSAGE("Failed to set the maximum frame latency for DXGI device");
}
}
else
{
LOG_ERROR("Failed to query IDXGIDevice1 interface from D3D11 device");
}
}
} // namespace Diligent
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