// Copyright (c) 2016-2018 Kiwano - Nomango // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include "D3D10DeviceResources.h" #if defined(KGE_USE_DIRECTX10) #include "../2d/Image.h" #include "../base/logs.h" #pragma comment(lib, "d3d10_1.lib") namespace kiwano { namespace DX { HRESULT CreateD3DDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, UINT flags, ID3D10Device1 **device) { HRESULT hr = S_OK; static const D3D10_FEATURE_LEVEL1 levels[] = { D3D10_FEATURE_LEVEL_10_1, D3D10_FEATURE_LEVEL_10_0, D3D10_FEATURE_LEVEL_9_3, D3D10_FEATURE_LEVEL_9_2, D3D10_FEATURE_LEVEL_9_1, }; for (UINT level = 0; level < ARRAYSIZE(levels); level++) { hr = D3D10CreateDevice1( adapter, driver_type, NULL, flags, levels[level], D3D10_1_SDK_VERSION, device ); if (SUCCEEDED(hr)) break; } return hr; } #if defined(KGE_DEBUG) inline bool SdkLayersAvailable() { HRESULT hr = CreateD3DDevice( NULL, D3D10_DRIVER_TYPE_NULL, // There is no need to create a real hardware device. D3D10_CREATE_DEVICE_DEBUG, // Check for the SDK layers. nullptr // No need to keep the D3D device reference. ); return SUCCEEDED(hr); } #endif } // namespace DX D3D10DeviceResources::D3D10DeviceResources() : hwnd_(nullptr) { dpi_ = 96.f; // dpi_ = (float)GetDpiForWindow(hwnd); } D3D10DeviceResources::~D3D10DeviceResources() { DiscardResources(); } HRESULT D3D10DeviceResources::Create(D3D10DeviceResources** device_resources, HWND hwnd) { HRESULT hr = E_FAIL; if (device_resources) { D3D10DeviceResources* res = new (std::nothrow) D3D10DeviceResources; if (res) { hr = res->CreateDeviceIndependentResources(); if (SUCCEEDED(hr)) { RECT rc; GetClientRect(hwnd, &rc); res->hwnd_ = hwnd; res->logical_size_.x = float(rc.right - rc.left); res->logical_size_.y = float(rc.bottom - rc.top); hr = res->CreateDeviceResources(); } if (SUCCEEDED(hr)) { hr = res->CreateWindowSizeDependentResources(); } if (SUCCEEDED(hr)) { res->AddRef(); DX::SafeRelease(*device_resources); (*device_resources) = res; } else { delete res; res = nullptr; } } } return hr; } HRESULT D3D10DeviceResources::Present(bool vsync) { // The first argument instructs DXGI to block until VSync. return dxgi_swap_chain_->Present(vsync ? 1 : 0, 0); } HRESULT D3D10DeviceResources::ClearRenderTarget(Color& clear_color) { d3d_device_->OMSetRenderTargets( 1, &d3d_rt_view_, d3d_ds_view_.Get() ); d3d_device_->ClearRenderTargetView( d3d_rt_view_.Get(), reinterpret_cast(&clear_color) ); return S_OK; } void D3D10DeviceResources::DiscardResources() { d3d_device_.Reset(); d3d_rt_view_.Reset(); d3d_ds_view_.Reset(); dxgi_swap_chain_.Reset(); dxgi_factory_.Reset(); hwnd_ = nullptr; } HRESULT D3D10DeviceResources::CreateDeviceResources() { HRESULT hr = S_OK; // This flag adds support for surfaces with a different color channel ordering // than the API default. It is required for compatibility with Direct2D. UINT creation_flags = D3D10_CREATE_DEVICE_BGRA_SUPPORT; #if defined(KGE_DEBUG) if (DX::SdkLayersAvailable()) { creation_flags |= D3D10_CREATE_DEVICE_DEBUG; } #endif ComPtr device; hr = DX::CreateD3DDevice( NULL, D3D10_DRIVER_TYPE_HARDWARE, creation_flags, &device ); if (SUCCEEDED(hr)) { d3d_device_ = device; ComPtr dxgi_adapter; ComPtr dxgi_device; ComPtr dxgi_factory; ComPtr d2d_device; if (SUCCEEDED(hr)) { hr = d3d_device_->QueryInterface(IID_PPV_ARGS(&dxgi_device)); } if (SUCCEEDED(hr)) { hr = dxgi_device->GetAdapter(&dxgi_adapter); } if (SUCCEEDED(hr)) { hr = dxgi_adapter->GetParent(IID_PPV_ARGS(&dxgi_factory)); } if (SUCCEEDED(hr)) { dxgi_factory_ = dxgi_factory; } // Create the Direct2D device object and a corresponding context. if (SUCCEEDED(hr)) { hr = GetD2DFactory()->CreateDevice(dxgi_device.Get(), &d2d_device); } if (SUCCEEDED(hr)) { hr = SetD2DDevice(d2d_device); } } if (SUCCEEDED(hr)) { // Setup swap chain DXGI_SWAP_CHAIN_DESC swap_chain_desc = { 0 }; swap_chain_desc.BufferCount = 2; swap_chain_desc.BufferDesc.Width = ::lround(output_size_.x); swap_chain_desc.BufferDesc.Height = ::lround(output_size_.y); swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; swap_chain_desc.BufferDesc.RefreshRate.Numerator = 60; swap_chain_desc.BufferDesc.RefreshRate.Denominator = 1; swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.OutputWindow = hwnd_; swap_chain_desc.SampleDesc.Count = 1; swap_chain_desc.SampleDesc.Quality = 0; swap_chain_desc.Windowed = TRUE; swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; ComPtr dxgi_device; if (SUCCEEDED(hr)) { hr = d3d_device_->QueryInterface(&dxgi_device); } ComPtr dxgi_adapter; if (SUCCEEDED(hr)) { hr = dxgi_device->GetAdapter(&dxgi_adapter); } ComPtr dxgi_factory; if (SUCCEEDED(hr)) { hr = dxgi_adapter->GetParent(IID_PPV_ARGS(&dxgi_factory)); } if (SUCCEEDED(hr)) { hr = dxgi_factory->CreateSwapChain( d3d_device_.Get(), &swap_chain_desc, &dxgi_swap_chain_); } } return hr; } HRESULT D3D10DeviceResources::CreateWindowSizeDependentResources() { if (!dxgi_swap_chain_) return E_UNEXPECTED; HRESULT hr = S_OK; // Clear the previous window size specific context. ID3D10RenderTargetView* null_views[] = { nullptr }; d3d_device_->OMSetRenderTargets(ARRAYSIZE(null_views), null_views, nullptr); SetTargetBitmap(nullptr); d3d_rt_view_ = nullptr; d3d_ds_view_ = nullptr; d3d_device_->Flush(); // Calculate the necessary render target size in pixels. output_size_.x = DX::ConvertDipsToPixels(logical_size_.x, dpi_); output_size_.y = DX::ConvertDipsToPixels(logical_size_.y, dpi_); // Prevent zero size DirectX content from being created. output_size_.x = std::max(output_size_.x, 1.f); output_size_.y = std::max(output_size_.y, 1.f); hr = dxgi_swap_chain_->ResizeBuffers( 2, // Double-buffered swap chain. ::lround(output_size_.x), ::lround(output_size_.y), DXGI_FORMAT_UNKNOWN, 0); if (SUCCEEDED(hr)) { // Create the render target view and set it on the device ComPtr dxgi_back_buffer; hr = dxgi_swap_chain_->GetBuffer( 0, IID_PPV_ARGS(&dxgi_back_buffer) ); if (SUCCEEDED(hr)) { D3D10_RENDER_TARGET_VIEW_DESC renderDesc; renderDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; renderDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; renderDesc.Texture2D.MipSlice = 0; d3d_rt_view_ = nullptr; hr = d3d_device_->CreateRenderTargetView(dxgi_back_buffer.Get(), &renderDesc, &d3d_rt_view_); } } if (SUCCEEDED(hr)) { ComPtr depth_stencil; D3D10_TEXTURE2D_DESC tex_desc; tex_desc.ArraySize = 1; tex_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; tex_desc.CPUAccessFlags = 0; tex_desc.Format = DXGI_FORMAT_D16_UNORM; tex_desc.Width = static_cast(output_size_.x); tex_desc.Height = static_cast(output_size_.y); tex_desc.MipLevels = 1; tex_desc.MiscFlags = 0; tex_desc.SampleDesc.Count = 1; tex_desc.SampleDesc.Quality = 0; tex_desc.Usage = D3D10_USAGE_DEFAULT; hr = d3d_device_->CreateTexture2D(&tex_desc, NULL, &depth_stencil); if (SUCCEEDED(hr)) { D3D10_DEPTH_STENCIL_VIEW_DESC desc; desc.Format = DXGI_FORMAT_D16_UNORM; desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; desc.Texture2D.MipSlice = 0; d3d_ds_view_.Reset(); hr = d3d_device_->CreateDepthStencilView(depth_stencil.Get(), &desc, &d3d_ds_view_); } if (SUCCEEDED(hr)) { ID3D10RenderTargetView* main_view = d3d_rt_view_.Get(); d3d_device_->OMSetRenderTargets(1, &main_view, d3d_ds_view_.Get()); } } if (SUCCEEDED(hr)) { // Set a new viewport based on the new dimensions D3D10_VIEWPORT viewport; viewport.Width = static_cast(output_size_.x); viewport.Height = static_cast(output_size_.y); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.MinDepth = 0; viewport.MaxDepth = 1; d3d_device_->RSSetViewports(1, &viewport); } // Create a Direct2D target bitmap associated with the // swap chain back buffer and set it as the current target. if (SUCCEEDED(hr)) { ComPtr dxgi_back_buffer; hr = dxgi_swap_chain_->GetBuffer(0, IID_PPV_ARGS(&dxgi_back_buffer)); ComPtr target; if (SUCCEEDED(hr)) { hr = GetD2DDeviceContext()->CreateBitmapFromDxgiSurface( dxgi_back_buffer.Get(), D2D1::BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW, D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), dpi_, dpi_), &target); } if (SUCCEEDED(hr)) { SetTargetBitmap(target); } } return hr; } HRESULT D3D10DeviceResources::HandleDeviceLost() { dxgi_swap_chain_ = nullptr; HRESULT hr = CreateDeviceResources(); if (SUCCEEDED(hr)) { hr = CreateWindowSizeDependentResources(); } return hr; } HRESULT D3D10DeviceResources::SetLogicalSize(Size logical_size) { if (logical_size_ != logical_size) { logical_size_ = logical_size; return CreateWindowSizeDependentResources(); } return S_OK; } HRESULT D3D10DeviceResources::SetDpi(float dpi) { if (dpi != dpi_) { dpi_ = dpi; RECT rc; GetClientRect(hwnd_, &rc); logical_size_.x = float(rc.right - rc.left); logical_size_.y = float(rc.bottom - rc.top); GetD2DDeviceContext()->SetDpi(dpi_, dpi_); return CreateWindowSizeDependentResources(); } return S_OK; } } #endif // !KGE_USE_DIRECTX10