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

@ -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;
}