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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp867
1 files changed, 867 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
new file mode 100755
index 000000000..a410c425d
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,867 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+
+#include <EGL/eglext.h>
+
+#include "libANGLE/features.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+#include "third_party/trace_event/trace_event.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+
+#ifdef ANGLE_ENABLE_KEYEDMUTEX
+#define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
+#else
+#define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED
+#endif
+
+namespace rx
+{
+
+namespace
+{
+bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow11 *nativeWindow, EGLint orientation)
+{
+ // We don't need an offscreen texture if either orientation = INVERT_Y,
+ // or present path fast is enabled and we're not rendering onto an offscreen surface.
+ return orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE &&
+ !(renderer->presentPathFastEnabled() && nativeWindow->getNativeWindow());
+}
+} // anonymous namespace
+
+SwapChain11::SwapChain11(Renderer11 *renderer,
+ NativeWindow11 *nativeWindow,
+ HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation)
+ : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat),
+ mRenderer(renderer),
+ mWidth(-1),
+ mHeight(-1),
+ mOrientation(orientation),
+ mAppCreatedShareHandle(mShareHandle != nullptr),
+ mSwapInterval(0),
+ mPassThroughResourcesInit(false),
+ mNativeWindow(nativeWindow),
+ mFirstSwap(true),
+ mSwapChain(nullptr),
+ mSwapChain1(nullptr),
+ mKeyedMutex(nullptr),
+ mBackBufferTexture(nullptr),
+ mBackBufferRTView(nullptr),
+ mBackBufferSRView(nullptr),
+ mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)),
+ mOffscreenTexture(nullptr),
+ mOffscreenRTView(nullptr),
+ mOffscreenSRView(nullptr),
+ mDepthStencilTexture(nullptr),
+ mDepthStencilDSView(nullptr),
+ mDepthStencilSRView(nullptr),
+ mQuadVB(nullptr),
+ mPassThroughSampler(nullptr),
+ mPassThroughIL(nullptr),
+ mPassThroughVS(nullptr),
+ mPassThroughPS(nullptr),
+ mPassThroughRS(nullptr),
+ mColorRenderTarget(this, renderer, false),
+ mDepthStencilRenderTarget(this, renderer, true)
+{
+ // Sanity check that if present path fast is active then we're using the default orientation
+ ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0);
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ SafeRelease(mSwapChain1);
+ SafeRelease(mSwapChain);
+ SafeRelease(mKeyedMutex);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mBackBufferSRView);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+ SafeRelease(mQuadVB);
+ SafeRelease(mPassThroughSampler);
+ SafeRelease(mPassThroughIL);
+ SafeRelease(mPassThroughVS);
+ SafeRelease(mPassThroughPS);
+ SafeRelease(mPassThroughRS);
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+void SwapChain11::releaseOffscreenColorBuffer()
+{
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+}
+
+void SwapChain11::releaseOffscreenDepthBuffer()
+{
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+}
+
+EGLint SwapChain11::resetOffscreenBuffers(int backbufferWidth, int backbufferHeight)
+{
+ if (mNeedsOffscreenTexture)
+ {
+ EGLint result = resetOffscreenColorBuffer(backbufferWidth, backbufferHeight);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+ }
+
+ EGLint result = resetOffscreenDepthBuffer(backbufferWidth, backbufferHeight);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight)
+{
+ ASSERT(mNeedsOffscreenTexture);
+
+ TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+
+ releaseOffscreenColorBuffer();
+
+ const d3d11::Format &backbufferFormatInfo =
+ d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
+
+ // If the app passed in a share handle or D3D texture, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer and EGL_ANGLE_d3d_texture_client_buffer
+ if (mAppCreatedShareHandle || mD3DTexture != nullptr)
+ {
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource),
+ (void **)&tempResource11);
+ ASSERT(SUCCEEDED(result));
+
+ mOffscreenTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11);
+ SafeRelease(tempResource11);
+ }
+ else if (mD3DTexture != nullptr)
+ {
+ mOffscreenTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(mD3DTexture);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ ASSERT(mOffscreenTexture != nullptr);
+ }
+ else
+ {
+ const bool useSharedResource =
+ !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport();
+
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = 1;
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;
+
+ HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = NULL;
+ result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(result))
+ {
+ ERR("Could not query offscreen texture resource: %08lX", result);
+ }
+ else
+ {
+ result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+ // This may return null if the original texture was created without a keyed mutex.
+ mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture);
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
+ offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
+ offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+
+ if (previousOffscreenTexture != nullptr)
+ {
+ D3D11_BOX sourceBox = {0};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, backbufferWidth);
+ sourceBox.top = std::max(previousHeight - backbufferHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(backbufferHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0,
+ previousOffscreenTexture, 0, &sourceBox);
+
+ SafeRelease(previousOffscreenTexture);
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, backbufferWidth, backbufferHeight);
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight)
+{
+ releaseOffscreenDepthBuffer();
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ const d3d11::Format &depthBufferFormatInfo =
+ d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = 1;
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result =
+ device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
+ if (FAILED(result))
+ {
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
+ depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
+ depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
+ 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;
+ }
+
+ // Don't resize unnecessarily
+ if (mWidth == backbufferWidth && mHeight == backbufferHeight)
+ {
+ return EGL_SUCCESS;
+ }
+
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView && mBackBufferSRView);
+
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mBackBufferSRView);
+
+ // Resize swap chain
+ DXGI_SWAP_CHAIN_DESC desc;
+ HRESULT result = mSwapChain->GetDesc(&desc);
+ if (FAILED(result))
+ {
+ ERR("Error reading swap chain description: 0x%08X", result);
+ release();
+ return EGL_BAD_ALLOC;
+ }
+
+ result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 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");
+ }
+
+ result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource");
+ }
+ }
+
+ mFirstSwap = true;
+
+ return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
+}
+
+DXGI_FORMAT SwapChain11::getSwapChainNativeFormat() const
+{
+ // Return a render target format for offscreen rendering is supported by IDXGISwapChain.
+ // MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064(v=vs.85).aspx
+ return (mOffscreenRenderTargetFormat == GL_BGRA8_EXT) ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_R8G8B8A8_UNORM;
+}
+
+EGLint SwapChain11::reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval)
+{
+ 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;
+ }
+
+ // If the swap chain already exists, just resize
+ if (mSwapChain != nullptr)
+ {
+ return resize(backbufferWidth, backbufferHeight);
+ }
+
+ TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
+ 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(mSwapChain1);
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenColorBuffer();
+ return EGL_SUCCESS;
+ }
+
+ if (mNativeWindow->getNativeWindow())
+ {
+ HRESULT result = mNativeWindow->createSwapChain(device, mRenderer->getDxgiFactory(),
+ getSwapChainNativeFormat(), 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;
+ }
+ }
+
+ if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
+ {
+ mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
+ }
+
+ 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");
+
+ result = device->CreateShaderResourceView(mBackBufferTexture, nullptr, &mBackBufferSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferSRView, "Back buffer shader resource view");
+ }
+
+ mFirstSwap = true;
+
+ return resetOffscreenBuffers(backbufferWidth, backbufferHeight);
+}
+
+void SwapChain11::initPassThroughResources()
+{
+ if (mPassThroughResourcesInit)
+ {
+ return;
+ }
+
+ TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
+ ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
+
+ // Use the default rasterizer state but without culling
+ D3D11_RASTERIZER_DESC rasterizerDesc;
+ rasterizerDesc.FillMode = D3D11_FILL_SOLID;
+ rasterizerDesc.CullMode = D3D11_CULL_NONE;
+ rasterizerDesc.FrontCounterClockwise = FALSE;
+ rasterizerDesc.DepthBias = 0;
+ rasterizerDesc.SlopeScaledDepthBias = 0.0f;
+ rasterizerDesc.DepthBiasClamp = 0.0f;
+ rasterizerDesc.DepthClipEnable = TRUE;
+ rasterizerDesc.ScissorEnable = FALSE;
+ rasterizerDesc.MultisampleEnable = FALSE;
+ rasterizerDesc.AntialiasedLineEnable = FALSE;
+ result = device->CreateRasterizerState(&rasterizerDesc, &mPassThroughRS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughRS, "Swap chain pass through rasterizer state");
+
+ mPassThroughResourcesInit = true;
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (mNeedsOffscreenTexture)
+ {
+ EGLint result = copyOffscreenToBackbuffer(x, y, width, height);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+ }
+
+ EGLint result = present(x, y, width, height);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+
+ mRenderer->onSwap();
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ initPassThroughResources();
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ // Invert the quad vertices depending on the surface orientation.
+ if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
+ {
+ std::swap(x1, x2);
+ }
+ if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
+ {
+ std::swap(y1, y2);
+ }
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
+
+ deviceContext->Unmap(mQuadVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
+
+ deviceContext->RSSetState(mPassThroughRS);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mPassThroughIL);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
+ deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ auto stateManager = mRenderer->getStateManager();
+
+ // Apply render targets
+ stateManager->setOneTimeRenderTarget(mBackBufferRTView, nullptr);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = static_cast<FLOAT>(mWidth);
+ viewport.Height = static_cast<FLOAT>(mHeight);
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
+ deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+ // Rendering to the swapchain is now complete. Now we can call Present().
+ // Before that, we perform any cleanup on the D3D device. We do this before Present() to make sure the
+ // cleanup is caught under the current eglSwapBuffers() PIX/Graphics Diagnostics call rather than the next one.
+ stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->markAllStateDirty();
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::present(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ UINT swapInterval = mSwapInterval;
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ swapInterval = 0;
+#endif
+
+ HRESULT result = S_OK;
+
+ // Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
+ if (mSwapChain1 != nullptr)
+ {
+ if (mFirstSwap)
+ {
+ // Can't swap with a dirty rect if this swap chain has never swapped before
+ DXGI_PRESENT_PARAMETERS params = {0, nullptr, nullptr, nullptr};
+ result = mSwapChain1->Present1(swapInterval, 0, &params);
+ }
+ else
+ {
+ RECT rect = {static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
+ static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)};
+ DXGI_PRESENT_PARAMETERS params = {1, &rect, nullptr, nullptr};
+ result = mSwapChain1->Present1(swapInterval, 0, &params);
+ }
+ }
+ else
+ {
+ result = mSwapChain->Present(swapInterval, 0);
+ }
+
+ mFirstSwap = false;
+
+ // Some swapping mechanisms such as DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL unbind the current render
+ // target. Mark it dirty.
+ mRenderer->getStateManager()->invalidateRenderTarget();
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ ERR("Present failed: the D3D11 device was removed: 0x%08X",
+ mRenderer->getDevice()->GetDeviceRemovedReason());
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR("Present failed: the D3D11 device was reset from a bad command.");
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR("Present failed with error code 0x%08X", result);
+ }
+
+ mNativeWindow->commitChange();
+
+ return EGL_SUCCESS;
+}
+
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture;
+}
+
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView;
+}
+
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ return mNeedsOffscreenTexture ? mOffscreenSRView : mBackBufferSRView;
+}
+
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ return mDepthStencilTexture;
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+} // namespace rx