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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.
*/
#pragma once
#include "SwapChainBase.hpp"
#include "TextureViewGLImpl.hpp"
#include "RenderDeviceGLImpl.hpp"
namespace Diligent
{
/// Base implementation of a swap chain for OpenGL.
template <class BaseInterface>
class SwapChainGLBase : public SwapChainBase<BaseInterface>
{
public:
using TSwapChainBase = SwapChainBase<BaseInterface>;
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<DeviceContextGLImpl>();
// Unbind the back buffer to be consistent with other backends
auto* pCurrentBackBuffer = ValidatedCast<TextureBaseGL>(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<RenderDeviceGLImpl>());
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<ITexture> pDummyColorBuffer;
pRenderDeviceGL->CreateDummyTexture(ColorBuffDesc, RESOURCE_STATE_RENDER_TARGET, &pDummyColorBuffer);
m_pRenderTargetView = ValidatedCast<TextureViewGLImpl>(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<ITexture> pDummyDepthBuffer;
pRenderDeviceGL->CreateDummyTexture(DepthBuffDesc, RESOURCE_STATE_DEPTH_WRITE, &pDummyDepthBuffer);
m_pDepthStencilView = ValidatedCast<TextureViewGLImpl>(pDummyDepthBuffer->GetDefaultView(TEXTURE_VIEW_DEPTH_STENCIL));
}
RefCntAutoPtr<TextureViewGLImpl> m_pRenderTargetView;
RefCntAutoPtr<TextureViewGLImpl> m_pDepthStencilView;
};
} // namespace Diligent
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