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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#if GRAPHICS_API_DIRECTX11
#include "GPUSwapChainDX11.h"
#include "Engine/Platform/Window.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
#include "GPUContextDX11.h"
GPUSwapChainDX11::GPUSwapChainDX11(GPUDeviceDX11* device, Window* window)
: GPUResourceDX11(device, StringView::Empty)
#if PLATFORM_WINDOWS
, _windowHandle(static_cast<HWND>(window->GetNativePtr()))
#else
, _windowHandle(static_cast<IUnknown*>(window->GetNativePtr()))
#endif
, _swapChain(nullptr)
#if PLATFORM_WINDOWS
, _allowTearing(false)
, _isFullscreen(false)
#endif
, _backBuffer(nullptr)
{
ASSERT(_windowHandle);
_window = window;
}
void GPUSwapChainDX11::getBackBuffer()
{
VALIDATE_DIRECTX_CALL(_swapChain->GetBuffer(0, __uuidof(_backBuffer), reinterpret_cast<void**>(&_backBuffer)));
ID3D11RenderTargetView* rtv;
ID3D11ShaderResourceView* srv;
VALIDATE_DIRECTX_CALL(_device->GetDevice()->CreateRenderTargetView(_backBuffer, nullptr, &rtv));
#if GPU_USE_WINDOW_SRV
VALIDATE_DIRECTX_CALL(_device->GetDevice()->CreateShaderResourceView(_backBuffer, nullptr, &srv));
#else
srv = nullptr;
#endif
_backBufferHandle.Init(this, rtv, srv, nullptr, nullptr, _format, MSAALevel::None);
}
void GPUSwapChainDX11::releaseBackBuffer()
{
// Release data
_backBufferHandle.Release();
DX_SAFE_RELEASE_CHECK(_backBuffer, 0);
}
void GPUSwapChainDX11::OnReleaseGPU()
{
#if PLATFORM_WINDOWS
// Disable fullscreen mode
if (_swapChain)
{
VALIDATE_DIRECTX_CALL(_swapChain->SetFullscreenState(false, nullptr));
}
#endif
// Release data
releaseBackBuffer();
DX_SAFE_RELEASE_CHECK(_swapChain, 0);
_width = _height = 0;
}
ID3D11Resource* GPUSwapChainDX11::GetResource()
{
return _backBuffer;
}
bool GPUSwapChainDX11::IsFullscreen()
{
// Check if has swap chain created
if (_swapChain == nullptr)
return false;
// Get state
BOOL state;
VALIDATE_DIRECTX_CALL(_swapChain->GetFullscreenState(&state, nullptr));
return state == TRUE;
}
void GPUSwapChainDX11::SetFullscreen(bool isFullscreen)
{
#if PLATFORM_WINDOWS
if (_swapChain && isFullscreen != IsFullscreen())
{
_device->WaitForGPU();
GPUDeviceLock lock(_device);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
_swapChain->GetDesc(&swapChainDesc);
// Setup target for fullscreen mode
IDXGIOutput* output = nullptr;
if (isFullscreen && _device->Outputs.HasItems())
{
const uint32 outputIdx = 0;
auto& outputDX = _device->Outputs[outputIdx];
output = outputDX.Output.Get();
swapChainDesc.BufferDesc = outputDX.DesktopViewMode;
}
if (FAILED(_swapChain->ResizeTarget(&swapChainDesc.BufferDesc)))
{
LOG(Warning, "Swapchain resize failed.");
}
if (FAILED(_swapChain->SetFullscreenState(isFullscreen, output)))
{
LOG(Warning, "Cannot change fullscreen mode for '{0}' to {1}.", ToString(), isFullscreen);
}
_isFullscreen = isFullscreen;
// Buffers must be resized in flip presentation model
if (swapChainDesc.SwapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL ||
swapChainDesc.SwapEffect == DXGI_SWAP_EFFECT_FLIP_DISCARD)
{
const int32 width = _width;
const int32 height = _height;
_width = _height = 0;
Resize(width, height);
}
}
#else
LOG(Info, "Cannot change fullscreen mode on this platform");
#endif
}
GPUTextureView* GPUSwapChainDX11::GetBackBufferView()
{
return &_backBufferHandle;
}
void GPUSwapChainDX11::Present(bool vsync)
{
// Present frame
ASSERT(_swapChain);
UINT presentFlags = 0;
#if PLATFORM_WINDOWS
if (!vsync && !_isFullscreen && _allowTearing)
{
presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
}
#endif
const HRESULT result = _swapChain->Present(vsync ? 1 : 0, presentFlags);
LOG_DIRECTX_RESULT(result);
// Base
GPUSwapChain::Present(vsync);
}
bool GPUSwapChainDX11::Resize(int32 width, int32 height)
{
// Check if size won't change
if (width == _width && height == _height)
{
return false;
}
_device->WaitForGPU();
GPUDeviceLock lock(_device);
#if PLATFORM_WINDOWS
_allowTearing = _device->_allowTearing;
#endif
_format = GPU_BACK_BUFFER_PIXEL_FORMAT;
#if PLATFORM_WINDOWS
DXGI_SWAP_CHAIN_DESC swapChainDesc;
#else
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
#endif
if (_swapChain == nullptr)
{
ReleaseGPU();
// Create swap chain description
#if PLATFORM_WINDOWS
if (_device->Outputs.HasItems())
{
const uint32 outputIdx = 0;
auto& output = _device->Outputs[outputIdx];
swapChainDesc.BufferDesc = output.DesktopViewMode;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
swapChainDesc.BufferDesc.Format = RenderToolsDX::ToDxgiFormat(_format);
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
}
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
swapChainDesc.OutputWindow = _windowHandle;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
if (_allowTearing)
{
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
}
#else
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = RenderToolsDX::ToDxgiFormat(_format);
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
#endif
#if GPU_USE_WINDOW_SRV
swapChainDesc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
#endif
// Create swap chain
#if PLATFORM_WINDOWS
auto dxgi = _device->GetDXGIFactory();
VALIDATE_DIRECTX_CALL(dxgi->CreateSwapChain(_device->GetDevice(), &swapChainDesc, &_swapChain));
ASSERT(_swapChain);
// Disable DXGI changes to the window
VALIDATE_DIRECTX_CALL(dxgi->MakeWindowAssociation(_windowHandle, DXGI_MWA_NO_ALT_ENTER));
#else
auto dxgiFactory = (IDXGIFactory2*)_device->GetDXGIFactory();
VALIDATE_DIRECTX_CALL(dxgiFactory->CreateSwapChainForCoreWindow(_device->GetDevice(), static_cast<IUnknown*>(_windowHandle), &swapChainDesc, nullptr, &_swapChain));
ASSERT(_swapChain);
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
ComPtr<IDXGIDevice2> dxgiDevice;
VALIDATE_DIRECTX_CALL(_device->GetDevice()->QueryInterface(IID_PPV_ARGS(&dxgiDevice)));
VALIDATE_DIRECTX_CALL(dxgiDevice->SetMaximumFrameLatency(1));
#endif
}
else
{
releaseBackBuffer();
#if PLATFORM_WINDOWS
_swapChain->GetDesc(&swapChainDesc);
VALIDATE_DIRECTX_CALL(_swapChain->ResizeBuffers(swapChainDesc.BufferCount, width, height, swapChainDesc.BufferDesc.Format, swapChainDesc.Flags));
#else
_swapChain->GetDesc1(&swapChainDesc);
VALIDATE_DIRECTX_CALL(_swapChain->ResizeBuffers(swapChainDesc.BufferCount, width, height, swapChainDesc.Format, swapChainDesc.Flags));
#endif
}
_width = width;
_height = height;
_memoryUsage = RenderTools::CalculateTextureMemoryUsage(_format, _width, _height, 1) * swapChainDesc.BufferCount;
getBackBuffer();
return false;
}
void GPUSwapChainDX11::CopyBackbuffer(GPUContext* context, GPUTexture* dst)
{
const auto contextDX11 = (GPUContextDX11*)context;
contextDX11->GetContext()->CopyResource((ID3D11Resource*)dst->GetNativePtr(), _backBuffer);
}
#endif