コード例 #1
0
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // Can only call resize if we have already created our swap buffer and resources
    ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);

    if (mBackBufferTexture)
    {
        mBackBufferTexture->Release();
        mBackBufferTexture = NULL;
    }

    if (mBackBufferRTView)
    {
        mBackBufferRTView->Release();
        mBackBufferRTView = NULL;
    }

    // Resize swap chain
    DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
    HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);

    if (FAILED(result))
    {
        ERR("Error resizing swap chain buffers: 0x%08X", result);
        release();

        if (d3d11::isDeviceLostError(result))
        {
            return EGL_CONTEXT_LOST;
        }
        else
        {
            return EGL_BAD_ALLOC;
        }
    }

    result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
    ASSERT(SUCCEEDED(result));
    if (SUCCEEDED(result))
    {
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
    }

    result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
    ASSERT(SUCCEEDED(result));
    if (SUCCEEDED(result))
    {
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
    }

    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
コード例 #2
0
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        return EGL_SUCCESS;
    }

    // Can only call resize if we have already created our swap buffer and resources
    ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);

    SafeRelease(mBackBufferTexture);
    SafeRelease(mBackBufferRTView);

    // Resize swap chain
    DXGI_SWAP_CHAIN_DESC desc;
    mSwapChain->GetDesc(&desc);
    const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
    HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);

    if (FAILED(result))
    {
        ERR("Error resizing swap chain buffers: 0x%08X", result);
        release();

        if (d3d11::isDeviceLostError(result))
        {
            return EGL_CONTEXT_LOST;
        }
        else
        {
            return EGL_BAD_ALLOC;
        }
    }

    result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
    ASSERT(SUCCEEDED(result));
    if (SUCCEEDED(result))
    {
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
    }

    result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
    ASSERT(SUCCEEDED(result));
    if (SUCCEEDED(result))
    {
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
    }

    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
コード例 #3
0
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // Release specific resources to free up memory for the new render target, while the
    // old render target still exists for the purpose of preserving its contents.
    if (mSwapChain)
    {
        mSwapChain->Release();
        mSwapChain = NULL;
    }

    if (mBackBufferTexture)
    {
        mBackBufferTexture->Release();
        mBackBufferTexture = NULL;
    }

    if (mBackBufferRTView)
    {
        mBackBufferRTView->Release();
        mBackBufferRTView = NULL;
    }

    mSwapInterval = static_cast<unsigned int>(swapInterval);
    if (mSwapInterval > 4)
    {
        // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
        return EGL_BAD_PARAMETER;
    }

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        releaseOffscreenTexture();
        return EGL_SUCCESS;
    }

    if (mWindow)
    {
        // We cannot create a swap chain for an HWND that is owned by a different process
        DWORD currentProcessId = GetCurrentProcessId();
        DWORD wndProcessId;
        GetWindowThreadProcessId(mWindow, &wndProcessId);

        if (currentProcessId != wndProcessId)
        {
            ERR("Could not create swap chain, window owned by different process");
            release();
            return EGL_BAD_NATIVE_WINDOW;
        }

        IDXGIFactory *factory = mRenderer->getDxgiFactory();

        DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
        swapChainDesc.BufferCount = 2;
        swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
        swapChainDesc.BufferDesc.Width = backbufferWidth;
        swapChainDesc.BufferDesc.Height = backbufferHeight;
        swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
        swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
        swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
        swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
        swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        swapChainDesc.Flags = 0;
        swapChainDesc.OutputWindow = mWindow;
        swapChainDesc.SampleDesc.Count = 1;
        swapChainDesc.SampleDesc.Quality = 0;
        swapChainDesc.Windowed = TRUE;

        HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);

        if (FAILED(result))
        {
            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");

        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
    }

    // If we are resizing the swap chain, we don't wish to recreate all the static resources
    if (!mPassThroughResourcesInit)
    {
        mPassThroughResourcesInit = true;
        initPassThroughResources();
    }

    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
コード例 #4
0
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
    ID3D11Device *device = mRenderer->getDevice();

    if (device == NULL)
    {
        return EGL_BAD_ACCESS;
    }

    // Release specific resources to free up memory for the new render target, while the
    // old render target still exists for the purpose of preserving its contents.
    SafeRelease(mSwapChain);
    SafeRelease(mBackBufferTexture);
    SafeRelease(mBackBufferRTView);

    mSwapInterval = static_cast<unsigned int>(swapInterval);
    if (mSwapInterval > 4)
    {
        // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
        return EGL_BAD_PARAMETER;
    }

    // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
    if (backbufferWidth < 1 || backbufferHeight < 1)
    {
        releaseOffscreenTexture();
        return EGL_SUCCESS;
    }

    if (mNativeWindow.getNativeWindow())
    {
        const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());

        HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
                                               backbufferFormatInfo.texFormat,
                                               backbufferWidth, backbufferHeight, &mSwapChain);

        if (FAILED(result))
        {
            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");

        result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
    }

    // If we are resizing the swap chain, we don't wish to recreate all the static resources
    if (!mPassThroughResourcesInit)
    {
        mPassThroughResourcesInit = true;
        initPassThroughResources();
    }

    return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}