mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
DX11 multiple canvas support
This commit is contained in:
parent
630949514a
commit
efab1299ca
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@ -261,73 +261,59 @@ void GFXD3D11Device::enumerateVideoModes()
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SAFE_RELEASE(DXGIFactory);
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}
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IDXGISwapChain* GFXD3D11Device::getSwapChain()
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{
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return mSwapChain;
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}
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void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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{
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AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
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HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
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UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#ifdef TORQUE_DEBUG
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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mDebugLayers = true;
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#endif
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DXGI_SWAP_CHAIN_DESC d3dpp = setupPresentParams(mode, winHwnd);
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D3D_FEATURE_LEVEL deviceFeature;
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D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
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// create a device, device context and swap chain using the information in the d3dpp struct
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HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL,
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driverType,
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NULL,
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createDeviceFlags,
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NULL,
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0,
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D3D11_SDK_VERSION,
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&d3dpp,
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&mSwapChain,
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&mD3DDevice,
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&deviceFeature,
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&mD3DDeviceContext);
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// create a device & device context
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HRESULT hres = D3D11CreateDevice(NULL,
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driverType,
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NULL,
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createDeviceFlags,
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NULL,
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0,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&deviceFeature,
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&mD3DDeviceContext);
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if(FAILED(hres))
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{
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#ifdef TORQUE_DEBUG
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//try again without debug device layer enabled
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createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
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HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL, driverType,NULL,createDeviceFlags,NULL, 0,
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D3D11_SDK_VERSION,
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&d3dpp,
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&mSwapChain,
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&mD3DDevice,
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&deviceFeature,
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&mD3DDeviceContext);
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//if we failed again than we definitely have a problem
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if (FAILED(hres))
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AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
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//try again without debug device layer enabled
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createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
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hres = D3D11CreateDevice(NULL,
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driverType,
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NULL,
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createDeviceFlags,
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NULL,
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0,
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D3D11_SDK_VERSION,
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&mD3DDevice,
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&deviceFeature,
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&mD3DDeviceContext);
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//if we failed again than we definitely have a problem
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if (FAILED(hres))
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AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
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Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
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mDebugLayers = false;
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Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
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mDebugLayers = false;
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#else
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AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
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AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
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#endif
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}
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//set the fullscreen state here if we need to
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if(mode.fullScreen)
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{
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hres = mSwapChain->SetFullscreenState(TRUE, NULL);
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if(FAILED(hres))
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{
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AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!");
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}
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}
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#ifdef TORQUE_DEBUG
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_suppressDebugMessages();
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#endif
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mTextureManager = new GFXD3D11TextureManager();
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@ -355,68 +341,6 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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mCardProfiler = new GFXD3D11CardProfiler();
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mCardProfiler->init();
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D3D11_TEXTURE2D_DESC desc;
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desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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desc.CPUAccessFlags = 0;
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desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Width = mode.resolution.x;
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desc.Height = mode.resolution.y;
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desc.SampleDesc.Count =1;
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desc.SampleDesc.Quality =0;
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desc.MiscFlags = 0;
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HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
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}
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D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
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depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
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depthDesc.Flags =0 ;
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depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthDesc.Texture2D.MipSlice = 0;
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hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
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}
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hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
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if(FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
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//create back buffer view
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D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
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RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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RTDesc.Texture2D.MipSlice = 0;
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RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
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if(FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
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#ifdef TORQUE_DEBUG
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String backBufferName = "MainBackBuffer";
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String depthSteniclName = "MainDepthStencil";
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String backBuffViewName = "MainBackBuffView";
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String depthStencViewName = "MainDepthView";
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mDeviceBackbuffer->SetPrivateData(WKPDID_D3DDebugObjectName, backBufferName.size(), backBufferName.c_str());
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mDeviceDepthStencil->SetPrivateData(WKPDID_D3DDebugObjectName, depthSteniclName.size(), depthSteniclName.c_str());
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mDeviceDepthStencilView->SetPrivateData(WKPDID_D3DDebugObjectName, depthStencViewName.size(), depthStencViewName.c_str());
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mDeviceBackBufferView->SetPrivateData(WKPDID_D3DDebugObjectName, backBuffViewName.size(), backBuffViewName.c_str());
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_suppressDebugMessages();
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#endif
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gScreenShot = new ScreenShotD3D11;
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mInitialized = true;
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@ -466,14 +390,35 @@ GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
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{
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AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
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// Allocate the device.
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init(window->getVideoMode(), window);
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// Set up a new window target...
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GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
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gdwt->mWindow = window;
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gdwt->mSize = window->getClientExtent();
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gdwt->initPresentationParams();
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if (!mInitialized)
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{
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gdwt->mSecondaryWindow = false;
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// Allocate the device.
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init(window->getVideoMode(), window);
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gdwt->initPresentationParams();
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gdwt->createSwapChain();
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gdwt->createBuffersAndViews();
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mSwapChain = gdwt->getSwapChain();
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mDeviceBackbuffer = gdwt->getBackBuffer();
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mDeviceDepthStencil = gdwt->getDepthStencil();
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mDeviceBackBufferView = gdwt->getBackBufferView();
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mDeviceDepthStencilView = gdwt->getDepthStencilView();
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}
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else //additional window/s
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{
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gdwt->mSecondaryWindow = true;
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gdwt->initPresentationParams();
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gdwt->createSwapChain();
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gdwt->createBuffersAndViews();
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}
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gdwt->registerResourceWithDevice(this);
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return gdwt;
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@ -487,13 +432,15 @@ GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
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return targ;
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}
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void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
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void GFXD3D11Device::beginReset()
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{
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if (!mD3DDevice)
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return;
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mInitialized = false;
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releaseDefaultPoolResources();
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// Clean up some commonly dangling state. This helps prevents issues with
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// items that are destroyed by the texture manager callbacks and recreated
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// later, but still left bound.
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@ -504,117 +451,26 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
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mD3DDeviceContext->ClearState();
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DXGI_MODE_DESC displayModes;
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displayModes.Format = d3dpp.BufferDesc.Format;
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displayModes.Height = d3dpp.BufferDesc.Height;
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displayModes.Width = d3dpp.BufferDesc.Width;
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displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
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displayModes.Scaling = d3dpp.BufferDesc.Scaling;
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displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
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HRESULT hr;
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if (!d3dpp.Windowed)
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{
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hr = mSwapChain->ResizeTarget(&displayModes);
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if (FAILED(hr))
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{
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AssertFatal(false, "D3D11Device::reset - failed to resize target!");
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}
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}
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// First release all the stuff we allocated from D3DPOOL_DEFAULT
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releaseDefaultPoolResources();
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//release the backbuffer, depthstencil, and their views
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SAFE_RELEASE(mDeviceBackBufferView);
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SAFE_RELEASE(mDeviceBackbuffer);
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//release old buffers and views
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SAFE_RELEASE(mDeviceDepthStencilView);
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SAFE_RELEASE(mDeviceBackBufferView);
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SAFE_RELEASE(mDeviceDepthStencil);
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SAFE_RELEASE(mDeviceBackbuffer);
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}
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hr = mSwapChain->ResizeBuffers(d3dpp.BufferCount, d3dpp.BufferDesc.Width, d3dpp.BufferDesc.Height, d3dpp.BufferDesc.Format, d3dpp.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
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if (FAILED(hr))
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{
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AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
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}
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//recreate backbuffer view. depth stencil view and texture
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D3D11_TEXTURE2D_DESC desc;
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desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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desc.CPUAccessFlags = 0;
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desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Width = d3dpp.BufferDesc.Width;
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desc.Height = d3dpp.BufferDesc.Height;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.MiscFlags = 0;
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hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
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}
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D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
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depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
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depthDesc.Flags = 0;
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depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthDesc.Texture2D.MipSlice = 0;
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hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
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}
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hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
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//create back buffer view
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D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
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RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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RTDesc.Texture2D.MipSlice = 0;
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RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
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void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
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{
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//grab new references
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mDeviceBackbuffer = windowTarget->getBackBuffer();
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mDeviceDepthStencil = windowTarget->getDepthStencil();
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mDeviceBackBufferView = windowTarget->getBackBufferView();
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mDeviceDepthStencilView = windowTarget->getDepthStencilView();
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mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
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hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
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if (FAILED(hr))
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{
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AssertFatal(false, "D3D11Device::reset - failed to change screen states!");
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}
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//Microsoft recommend this, see DXGI documentation
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if (!d3dpp.Windowed)
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{
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displayModes.RefreshRate.Numerator = 0;
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displayModes.RefreshRate.Denominator = 0;
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hr = mSwapChain->ResizeTarget(&displayModes);
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if (FAILED(hr))
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{
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AssertFatal(false, "D3D11Device::reset - failed to resize target!");
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}
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}
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mInitialized = true;
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// Now re aquire all the resources we trashed earlier
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// Now reacquire all the resources we trashed earlier
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reacquireDefaultPoolResources();
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mInitialized = true;
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// Mark everything dirty and flush to card, for sanity.
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updateStates(true);
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}
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@ -146,7 +146,6 @@ protected:
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virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded );
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virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize );
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IDXGISwapChain* getSwapChain();
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// State overrides
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// {
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@ -281,7 +280,8 @@ public:
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ID3D11Device* getDevice(){ return mD3DDevice; }
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/// Reset
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void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
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void beginReset();
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void endReset(GFXD3D11WindowTarget *windowTarget);
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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@ -314,21 +314,34 @@ void GFXD3D11TextureTarget::resurrect()
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GFXD3D11WindowTarget::GFXD3D11WindowTarget()
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{
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mWindow = NULL;
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mBackbuffer = NULL;
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mWindow = NULL;
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mBackBuffer = NULL;
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mDepthStencilView = NULL;
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mDepthStencil = NULL;
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mBackBufferView = NULL;
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mSecondaryWindow = false;
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}
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GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
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{
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SAFE_RELEASE(mBackbuffer);
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SAFE_RELEASE(mDepthStencilView)
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SAFE_RELEASE(mDepthStencil);
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SAFE_RELEASE(mBackBufferView);
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SAFE_RELEASE(mBackBuffer);
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SAFE_RELEASE(mSwapChain);
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}
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void GFXD3D11WindowTarget::initPresentationParams()
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{
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// Get some video mode related info.
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GFXVideoMode vm = mWindow->getVideoMode();
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Win32Window* win = static_cast<Win32Window*>(mWindow);
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HWND hwnd = win->getHWND();
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const GFXVideoMode &vm = mWindow->getVideoMode();
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HWND hwnd = (HWND)mWindow->getSystemWindow(PlatformWindow::WindowSystem_Windows);
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// Do some validation...
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if (vm.fullScreen && mSecondaryWindow)
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{
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AssertFatal(false, "GFXD3D11WindowTarget::initPresentationParams - Cannot go fullscreen with secondary window!");
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}
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mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
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}
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@ -347,40 +360,178 @@ GFXFormat GFXD3D11WindowTarget::getFormat()
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bool GFXD3D11WindowTarget::present()
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{
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return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
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return (mSwapChain->Present(!D3D11->smDisableVSync, 0) == S_OK);
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}
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void GFXD3D11WindowTarget::setImplicitSwapChain()
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void GFXD3D11WindowTarget::createSwapChain()
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{
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if (!mBackbuffer)
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D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
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//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];
|
||||
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);
|
||||
GFX->beginReset();
|
||||
|
||||
//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()
|
||||
|
|
@ -391,10 +542,10 @@ 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;
|
||||
|
|
@ -412,5 +563,35 @@ 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;
|
||||
}
|
||||
|
|
@ -76,17 +76,22 @@ 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;
|
||||
|
||||
/// D3D presentation info.
|
||||
DXGI_SWAP_CHAIN_DESC mPresentationParams;
|
||||
|
||||
/// Internal interface that notifies us we need to reset our video mode.
|
||||
void resetMode();
|
||||
|
||||
/// Is this a secondary window
|
||||
bool mSecondaryWindow;
|
||||
|
||||
public:
|
||||
|
||||
GFXD3D11WindowTarget();
|
||||
|
|
@ -97,7 +102,9 @@ public:
|
|||
virtual bool present();
|
||||
|
||||
void initPresentationParams();
|
||||
void setImplicitSwapChain();
|
||||
void createSwapChain();
|
||||
void createBuffersAndViews();
|
||||
void setBackBuffer();
|
||||
|
||||
virtual void activate();
|
||||
|
||||
|
|
@ -105,6 +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
|
||||
|
|
|
|||
Loading…
Reference in a new issue