WIP updated UI

WIP dark editor theme
fixed multiwindow
This commit is contained in:
Areloch 2019-05-09 00:11:49 -05:00
parent cedbd387d9
commit 60a29777fa
46 changed files with 2404 additions and 2295 deletions

View file

@ -433,8 +433,8 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
{
AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
SetFocus(winHwnd);
//HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
//SetFocus(winHwnd);
UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef TORQUE_DEBUG
@ -442,35 +442,34 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
mDebugLayers = true;
#endif
DXGI_SWAP_CHAIN_DESC d3dpp = setupPresentParams(mode, winHwnd);
// TODO support at least feature level 10 to match GL
D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
U32 nFeatureCount = ARRAYSIZE(pFeatureLevels);
D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
// create a device, device context and swap chain using the information in the d3dpp struct
HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL,
driverType,
NULL,
createDeviceFlags,
pFeatureLevels,
nFeatureCount,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&mFeatureLevel,
&mD3DDeviceContext);
HRESULT hres = D3D11CreateDevice(NULL,
driverType,
NULL,
createDeviceFlags,
pFeatureLevels,
nFeatureCount,
D3D11_SDK_VERSION,
&mD3DDevice,
&mFeatureLevel,
&mD3DDeviceContext);
if(FAILED(hres))
{
#ifdef TORQUE_DEBUG
//try again without debug device layer enabled
createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
hres = D3D11CreateDeviceAndSwapChain(NULL, driverType,NULL,createDeviceFlags,NULL, 0,
hres = D3D11CreateDevice(NULL,
driverType,
NULL,
createDeviceFlags,
pFeatureLevels,
nFeatureCount,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&mFeatureLevel,
&mD3DDeviceContext);
@ -481,7 +480,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
mDebugLayers = false;
#else
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
#endif
}
@ -494,6 +493,9 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!");
}
}
#ifdef TORQUE_DEBUG
_suppressDebugMessages();
#endif
mTextureManager = new GFXD3D11TextureManager();
@ -541,68 +543,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = mode.resolution.x;
desc.Height = mode.resolution.y;
desc.SampleDesc.Count =1;
desc.SampleDesc.Quality =0;
desc.MiscFlags = 0;
HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags =0 ;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
#ifdef TORQUE_DEBUG
String backBufferName = "MainBackBuffer";
String depthSteniclName = "MainDepthStencil";
String backBuffViewName = "MainBackBuffView";
String depthStencViewName = "MainDepthView";
mDeviceBackbuffer->SetPrivateData(WKPDID_D3DDebugObjectName, backBufferName.size(), backBufferName.c_str());
mDeviceDepthStencil->SetPrivateData(WKPDID_D3DDebugObjectName, depthSteniclName.size(), depthSteniclName.c_str());
mDeviceDepthStencilView->SetPrivateData(WKPDID_D3DDebugObjectName, depthStencViewName.size(), depthStencViewName.c_str());
mDeviceBackBufferView->SetPrivateData(WKPDID_D3DDebugObjectName, backBuffViewName.size(), backBuffViewName.c_str());
_suppressDebugMessages();
#endif
gScreenShot = new ScreenShotD3D11;
mInitialized = true;
@ -652,15 +592,35 @@ GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
{
AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
// Allocate the device.
init(window->getVideoMode(), window);
// Set up a new window target...
GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
gdwt->mWindow = window;
gdwt->mSize = window->getClientExtent();
gdwt->initPresentationParams();
gdwt->registerResourceWithDevice(this);
if (!mInitialized)
{
gdwt->mSecondaryWindow = false;
// Allocate the device.
init(window->getVideoMode(), window);
gdwt->initPresentationParams();
gdwt->createSwapChain();
gdwt->createBuffersAndViews();
mSwapChain = gdwt->getSwapChain();
mDeviceBackbuffer = gdwt->getBackBuffer();
mDeviceDepthStencil = gdwt->getDepthStencil();
mDeviceBackBufferView = gdwt->getBackBufferView();
mDeviceDepthStencilView = gdwt->getDepthStencilView();
}
else //additional window/s
{
gdwt->mSecondaryWindow = true;
gdwt->initPresentationParams();
gdwt->createSwapChain();
gdwt->createBuffersAndViews();
}
return gdwt;
}
@ -673,13 +633,15 @@ GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips)
return targ;
}
void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
void GFXD3D11Device::beginReset()
{
if (!mD3DDevice)
return;
mInitialized = false;
releaseDefaultPoolResources();
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
@ -690,121 +652,29 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
mD3DDeviceContext->ClearState();
DXGI_MODE_DESC displayModes;
displayModes.Format = d3dpp.BufferDesc.Format;
displayModes.Height = d3dpp.BufferDesc.Height;
displayModes.Width = d3dpp.BufferDesc.Width;
displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
displayModes.Scaling = d3dpp.BufferDesc.Scaling;
displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
HRESULT hr;
if (!d3dpp.Windowed)
{
hr = mSwapChain->ResizeTarget(&displayModes);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize target!");
}
}
// First release all the stuff we allocated from D3DPOOL_DEFAULT
releaseDefaultPoolResources();
//release the backbuffer, depthstencil, and their views
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceBackbuffer);
//release old buffers and views
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceDepthStencil);
SAFE_RELEASE(mDeviceBackbuffer);
}
hr = mSwapChain->ResizeBuffers(d3dpp.BufferCount, d3dpp.BufferDesc.Width, d3dpp.BufferDesc.Height, d3dpp.BufferDesc.Format, d3dpp.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
}
//recreate backbuffer view. depth stencil view and texture
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = d3dpp.BufferDesc.Width;
desc.Height = d3dpp.BufferDesc.Height;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
void GFXD3D11Device::endReset(GFXD3D11WindowTarget* windowTarget)
{
//grab new references
mDeviceBackbuffer = windowTarget->getBackBuffer();
mDeviceDepthStencil = windowTarget->getDepthStencil();
mDeviceBackBufferView = windowTarget->getBackBufferView();
mDeviceDepthStencilView = windowTarget->getDepthStencilView();
mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to change screen states!");
}
//Microsoft recommend this, see DXGI documentation
if (!d3dpp.Windowed)
{
displayModes.RefreshRate.Numerator = 0;
displayModes.RefreshRate.Denominator = 0;
hr = mSwapChain->ResizeTarget(&displayModes);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize target!");
}
}
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
mInitialized = true;
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//set last bound shaders
//mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0);
//mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0);
// Mark everything dirty and flush to card, for sanity.
//updateStates(true);
updateStates(true);
}
void GFXD3D11Device::setupGenericShaders(GenericShaderType type)

View file

@ -296,10 +296,12 @@ public:
ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
ID3D11Device* getDevice(){ return mD3DDevice; }
IDXGISwapChain* getSwapChain() { return mSwapChain; }
//IDXGISwapChain* getSwapChain() { return mSwapChain; }
/// Reset
void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
//void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
void beginReset();
void endReset(GFXD3D11WindowTarget* windowTarget);
virtual void setupGenericShaders( GenericShaderType type = GSColor );

View file

@ -319,21 +319,34 @@ void GFXD3D11TextureTarget::resurrect()
GFXD3D11WindowTarget::GFXD3D11WindowTarget()
{
mWindow = NULL;
mBackbuffer = NULL;
mWindow = NULL;
mBackBuffer = NULL;
mDepthStencilView = NULL;
mDepthStencil = NULL;
mBackBufferView = NULL;
mSecondaryWindow = false;
}
GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
{
SAFE_RELEASE(mBackbuffer);
SAFE_RELEASE(mDepthStencilView)
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackBufferView);
SAFE_RELEASE(mBackBuffer);
SAFE_RELEASE(mSwapChain);
}
void GFXD3D11WindowTarget::initPresentationParams()
{
// Get some video mode related info.
GFXVideoMode vm = mWindow->getVideoMode();
Win32Window* win = static_cast<Win32Window*>(mWindow);
HWND hwnd = win->getHWND();
const GFXVideoMode& vm = mWindow->getVideoMode();
HWND hwnd = (HWND)mWindow->getSystemWindow(PlatformWindow::WindowSystem_Windows);
// Do some validation...
if (vm.fullScreen && mSecondaryWindow)
{
AssertFatal(false, "GFXD3D11WindowTarget::initPresentationParams - Cannot go fullscreen with secondary window!");
}
mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
}
@ -352,7 +365,7 @@ GFXFormat GFXD3D11WindowTarget::getFormat()
bool GFXD3D11WindowTarget::present()
{
HRESULT hr = D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0);
HRESULT hr = mSwapChain->Present(!D3D11->smDisableVSync, 0);
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
HRESULT result = D3D11->getDevice()->GetDeviceRemovedReason();
@ -371,36 +384,175 @@ bool GFXD3D11WindowTarget::present()
return (hr == S_OK);
}
void GFXD3D11WindowTarget::setImplicitSwapChain()
void GFXD3D11WindowTarget::createSwapChain()
{
if (!mBackbuffer)
D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
//create dxgi factory & swapchain
IDXGIFactory1* DXGIFactory;
HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::createSwapChain - couldn't create dxgi factory.");
hr = DXGIFactory->CreateSwapChain(D3D11DEVICE, &mPresentationParams, &mSwapChain);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::createSwapChain - couldn't create swap chain.");
SAFE_RELEASE(DXGIFactory);
}
void GFXD3D11WindowTarget::createBuffersAndViews()
{
//release old if they exist
SAFE_RELEASE(mDepthStencilView);
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackBufferView);
SAFE_RELEASE(mBackBuffer);
//grab video mode
const GFXVideoMode& vm = mWindow->getVideoMode();
//create depth/stencil
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = vm.resolution.x;
desc.Height = vm.resolution.y;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mDepthStencil);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create device's depth-stencil surface.");
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = D3D11DEVICE->CreateDepthStencilView(mDepthStencil, &depthDesc, &mDepthStencilView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create depth stencil view");
setBackBuffer();
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = D3D11DEVICE->CreateRenderTargetView(mBackBuffer, &RTDesc, &mBackBufferView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create back buffer target view");
//debug names
#ifdef TORQUE_DEBUG
if (!mSecondaryWindow)
{
String backBufferName = "MainBackBuffer";
String depthSteniclName = "MainDepthStencil";
String backBuffViewName = "MainBackBuffView";
String depthStencViewName = "MainDepthView";
mBackBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, backBufferName.size(), backBufferName.c_str());
mDepthStencil->SetPrivateData(WKPDID_D3DDebugObjectName, depthSteniclName.size(), depthSteniclName.c_str());
mDepthStencilView->SetPrivateData(WKPDID_D3DDebugObjectName, depthStencViewName.size(), depthStencViewName.c_str());
mBackBufferView->SetPrivateData(WKPDID_D3DDebugObjectName, backBuffViewName.size(), backBuffViewName.c_str());
}
#endif
}
void GFXD3D11WindowTarget::resetMode()
{
HRESULT hr;
if (mSwapChain)
{
// The current video settings.
DXGI_SWAP_CHAIN_DESC desc;
hr = mSwapChain->GetDesc(&desc);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to get swap chain description!");
bool fullscreen = !desc.Windowed;
Point2I backbufferSize(desc.BufferDesc.Width, desc.BufferDesc.Height);
// The settings we are now applying.
const GFXVideoMode& vm = mWindow->getVideoMode();
// Early out if none of the settings which require a device reset
// have changed.
if (backbufferSize == vm.resolution &&
fullscreen == vm.fullScreen)
return;
}
//release old buffers and views
SAFE_RELEASE(mDepthStencilView)
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mBackBufferView);
SAFE_RELEASE(mBackBuffer);
if (!mSecondaryWindow)
D3D11->beginReset();
mWindow->setSuppressReset(true);
// Setup our presentation params.
initPresentationParams();
// Otherwise, we have to reset the device, if we're the implicit swapchain.
D3D11->reset(mPresentationParams);
if (!mPresentationParams.Windowed)
{
mPresentationParams.BufferDesc.RefreshRate.Numerator = 0;
mPresentationParams.BufferDesc.RefreshRate.Denominator = 0;
hr = mSwapChain->ResizeTarget(&mPresentationParams.BufferDesc);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to resize target!");
}
hr = mSwapChain->ResizeBuffers(mPresentationParams.BufferCount, mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height,
mPresentationParams.BufferDesc.Format, mPresentationParams.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to resize back buffer!");
hr = mSwapChain->SetFullscreenState(!mPresentationParams.Windowed, NULL);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to change screen states!");
// Update our size, too.
mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
mWindow->setSuppressReset(false);
//re-create buffers and views
createBuffersAndViews();
if (!mSecondaryWindow)
D3D11->endReset(this);
}
void GFXD3D11WindowTarget::zombify()
{
SAFE_RELEASE(mBackbuffer);
SAFE_RELEASE(mBackBuffer);
}
void GFXD3D11WindowTarget::resurrect()
{
setImplicitSwapChain();
setBackBuffer();
}
void GFXD3D11WindowTarget::setBackBuffer()
{
if (!mBackBuffer)
mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& mBackBuffer);
}
void GFXD3D11WindowTarget::activate()
@ -411,10 +563,10 @@ void GFXD3D11WindowTarget::activate()
ID3D11RenderTargetView* rtViews[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
D3D11DEVICECONTEXT->OMSetRenderTargets(8, rtViews, NULL);
D3D11DEVICECONTEXT->OMSetRenderTargets(1, &D3D11->mDeviceBackBufferView, D3D11->mDeviceDepthStencilView);
D3D11DEVICECONTEXT->OMSetRenderTargets(1, &mBackBufferView, mDepthStencilView);
DXGI_SWAP_CHAIN_DESC pp;
D3D11->mSwapChain->GetDesc(&pp);
mSwapChain->GetDesc(&pp);
// Update our video mode here, too.
GFXVideoMode vm;
@ -432,5 +584,35 @@ void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
}
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, mBackBuffer, 0, desc.Format);
}
IDXGISwapChain* GFXD3D11WindowTarget::getSwapChain()
{
mSwapChain->AddRef();
return mSwapChain;
}
ID3D11Texture2D* GFXD3D11WindowTarget::getBackBuffer()
{
mBackBuffer->AddRef();
return mBackBuffer;
}
ID3D11Texture2D* GFXD3D11WindowTarget::getDepthStencil()
{
mDepthStencil->AddRef();
return mDepthStencil;
}
ID3D11RenderTargetView* GFXD3D11WindowTarget::getBackBufferView()
{
mBackBufferView->AddRef();
return mBackBufferView;
}
ID3D11DepthStencilView* GFXD3D11WindowTarget::getDepthStencilView()
{
mDepthStencilView->AddRef();
return mDepthStencilView;
}

View file

@ -76,7 +76,11 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
friend class GFXD3D11Device;
/// Our backbuffer
ID3D11Texture2D *mBackbuffer;
ID3D11Texture2D* mBackBuffer;
ID3D11Texture2D* mDepthStencil;
ID3D11RenderTargetView* mBackBufferView;
ID3D11DepthStencilView* mDepthStencilView;
IDXGISwapChain* mSwapChain;
/// Maximum size we can render to.
Point2I mSize;
@ -85,6 +89,9 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
/// Internal interface that notifies us we need to reset our video mode.
void resetMode();
/// Is this a secondary window
bool mSecondaryWindow;
public:
GFXD3D11WindowTarget();
@ -95,7 +102,9 @@ public:
virtual bool present();
void initPresentationParams();
void setImplicitSwapChain();
void createSwapChain();
void createBuffersAndViews();
void setBackBuffer();
virtual void activate();
@ -103,6 +112,13 @@ public:
void resurrect();
virtual void resolveTo( GFXTextureObject *tex );
// These are all reference counted and must be released by whomever uses the get* function
IDXGISwapChain* getSwapChain();
ID3D11Texture2D* getBackBuffer();
ID3D11Texture2D* getDepthStencil();
ID3D11RenderTargetView* getBackBufferView();
ID3D11DepthStencilView* getDepthStencilView();
};
#endif

View file

@ -37,7 +37,7 @@ GFX_ImplementTextureProfile( BackBufferDepthProfile,
GFXGLWindowTarget::GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d)
: GFXWindowTarget(win), mDevice(d), mContext(NULL), mFullscreenContext(NULL)
, mCopyFBO(0), mBackBufferFBO(0)
, mCopyFBO(0), mBackBufferFBO(0), mSecondaryWindow(false)
{
win->appEvent.notify(this, &GFXGLWindowTarget::_onAppSignal);
}
@ -52,7 +52,14 @@ GFXGLWindowTarget::~GFXGLWindowTarget()
void GFXGLWindowTarget::resetMode()
{
if(mWindow->getVideoMode().fullScreen != mWindow->isFullscreen())
// Do some validation...
bool fullscreen = mWindow->getVideoMode().fullScreen;
if (fullscreen && mSecondaryWindow)
{
AssertFatal(false, "GFXGLWindowTarget::resetMode - Cannot go fullscreen with secondary window!");
}
if (fullscreen != mWindow->isFullscreen())
{
_teardownCurrentMode();
_setupNewMode();

View file

@ -50,6 +50,9 @@ public:
virtual void resolveTo(GFXTextureObject* obj);
void _onAppSignal(WindowId wnd, S32 event);
// create pixel format for the window
void createPixelFormat();
private:
friend class GFXGLDevice;
@ -58,6 +61,8 @@ private:
GFXTexHandle mBackBufferColorTex, mBackBufferDepthTex;
Point2I size;
GFXDevice* mDevice;
/// Is this a secondary window
bool mSecondaryWindow;
void* mContext;
void* mFullscreenContext;
void _teardownCurrentMode();

View file

@ -192,19 +192,21 @@ U32 GFXGLDevice::getTotalVideoMemory()
GFXWindowTarget *GFXGLDevice::allocWindowTarget( PlatformWindow *window )
{
AssertFatal(!mContext, "This GFXGLDevice is already assigned to a window");
GFXGLWindowTarget* ggwt = 0;
if( !mContext )
{
// no context, init the device now
init(window->getVideoMode(), window);
ggwt = new GFXGLWindowTarget(window, this);
ggwt->registerResourceWithDevice(this);
ggwt->mContext = mContext;
}
GFXGLWindowTarget* ggwt = new GFXGLWindowTarget(window, this);
return ggwt;
//first window
if (!mContext)
{
init(window->getVideoMode(), window);
ggwt->mSecondaryWindow = false;
}
else
ggwt->mSecondaryWindow = true;
ggwt->registerResourceWithDevice(this);
ggwt->mContext = mContext;
return ggwt;
}
GFXFence* GFXGLDevice::_createPlatformSpecificFence()