Magic_Game/kiwano/renderer/D3D11DeviceResources.cpp

561 lines
14 KiB
C++

// 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 "D3D11DeviceResources.h"
#include "../2d/Image.h"
#include "../base/logs.h"
#include <versionhelpers.h> // IsWindows10OrGreater
#pragma comment(lib, "d3d11.lib")
namespace kiwano
{
#if defined(KGE_DEBUG)
namespace DX
{
inline bool SdkLayersAvailable()
{
HRESULT hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware device.
0,
D3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers.
nullptr, // Any feature level will do.
0,
D3D11_SDK_VERSION,
nullptr, // No need to keep the D3D device reference.
nullptr, // No need to know the feature level.
nullptr // No need to keep the D3D device context reference.
);
return SUCCEEDED(hr);
}
}
#endif
struct D3D11DeviceResources
: public ID3D11DeviceResources
{
public:
HRESULT Present(bool vsync) override;
HRESULT ClearRenderTarget(Color& clear_color) override;
HRESULT HandleDeviceLost() override;
HRESULT SetLogicalSize(Size logical_size) override;
HRESULT SetDpi(float dpi) override;
void DiscardResources() override;
public:
unsigned long STDMETHODCALLTYPE AddRef();
unsigned long STDMETHODCALLTYPE Release();
HRESULT STDMETHODCALLTYPE QueryInterface(
IID const& riid,
void** ppvObject
);
public:
D3D11DeviceResources();
virtual ~D3D11DeviceResources();
HRESULT CreateDeviceResources();
HRESULT CreateWindowSizeDependentResources();
public:
HWND hwnd_;
float dpi_;
Size logical_size_;
Size output_size_;
unsigned long ref_count_;
D3D_FEATURE_LEVEL d3d_feature_level_;
ComPtr<ID2DDeviceResources> d2d_res_;
};
D3D11DeviceResources::D3D11DeviceResources()
: ref_count_(0)
, hwnd_(nullptr)
, d3d_feature_level_(D3D_FEATURE_LEVEL_9_1)
{
dpi_ = 96.f; // dpi_ = (float)GetDpiForWindow(hwnd);
}
D3D11DeviceResources::~D3D11DeviceResources()
{
DiscardResources();
}
HRESULT ID3D11DeviceResources::Create(ID3D11DeviceResources** device_resources, ID2DDeviceResources* d2d_device_res, HWND hwnd)
{
HRESULT hr = E_FAIL;
if (device_resources && d2d_device_res)
{
D3D11DeviceResources* res = new (std::nothrow) D3D11DeviceResources;
if (res)
{
RECT rc;
::GetClientRect(hwnd, &rc);
res->hwnd_ = hwnd;
res->d2d_res_ = d2d_device_res;
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 D3D11DeviceResources::Present(bool vsync)
{
KGE_ASSERT(dxgi_swap_chain_ != nullptr);
// The first argument instructs DXGI to block until VSync.
return dxgi_swap_chain_->Present(vsync ? 1 : 0, 0);
}
HRESULT D3D11DeviceResources::ClearRenderTarget(Color& clear_color)
{
KGE_ASSERT(device_context_ != nullptr && rt_view_ != nullptr && ds_view_ != nullptr);
auto rt_view = rt_view_.Get();
device_context_->OMSetRenderTargets(1, &rt_view, ds_view_.Get());
device_context_->ClearRenderTargetView(rt_view, reinterpret_cast<float*>(&clear_color));
return S_OK;
}
void D3D11DeviceResources::DiscardResources()
{
d2d_res_.Reset();
device_.Reset();
device_context_.Reset();
rt_view_.Reset();
ds_view_.Reset();
dxgi_swap_chain_.Reset();
dxgi_factory_.Reset();
hwnd_ = nullptr;
}
HRESULT D3D11DeviceResources::CreateDeviceResources()
{
HRESULT hr = S_OK;
static const D3D_FEATURE_LEVEL feature_levels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
// 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 = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(KGE_DEBUG)
if (DX::SdkLayersAvailable())
{
creation_flags |= D3D11_CREATE_DEVICE_DEBUG;
}
#endif
hr = D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
creation_flags, // Set debug and Direct2D compatibility flags.
feature_levels, // List of feature levels this app can support.
ARRAYSIZE(feature_levels), // Size of the list above.
D3D11_SDK_VERSION,
&device, // Returns the Direct3D device created.
&d3d_feature_level_, // Returns feature level of device created.
&context // Returns the device immediate context.
);
if (FAILED(hr))
{
// If the initialization fails, fall back to the WARP device.
// For more information on WARP, see:
// http://go.microsoft.com/fwlink/?LinkId=286690
hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
0,
creation_flags,
feature_levels,
ARRAYSIZE(feature_levels),
D3D11_SDK_VERSION,
&device,
&d3d_feature_level_,
&context
);
}
if (SUCCEEDED(hr))
{
device_ = device;
device_context_ = context;
ComPtr<IDXGIAdapter> dxgi_adapter;
ComPtr<IDXGIDevice> dxgi_device;
ComPtr<IDXGIFactory> dxgi_factory;
ComPtr<ID2D1Device> d2d_device;
if (SUCCEEDED(hr))
{
hr = 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 = d2d_res_->GetFactory()->CreateDevice(dxgi_device.Get(), &d2d_device);
}
if (SUCCEEDED(hr))
{
hr = d2d_res_->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;
#if defined(_WIN32_WINNT_WIN10)
// DXGI_SWAP_EFFECT_FLIP_DISCARD is supported starting with Windows 10.
if (IsWindows10OrGreater())
{
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
}
else
#endif
#if defined(_WIN32_WINNT_WIN10) || defined(_WIN32_WINNT_WINBLUE)
// DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is supported starting with Windows 8.
if (IsWindows8OrGreater())
{
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
}
else
#endif
{
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
ComPtr<IDXGIDevice> dxgi_device;
if (SUCCEEDED(hr))
{
hr = device_->QueryInterface(&dxgi_device);
}
ComPtr<IDXGIAdapter> dxgi_adapter;
if (SUCCEEDED(hr))
{
hr = dxgi_device->GetAdapter(&dxgi_adapter);
}
ComPtr<IDXGIFactory> dxgi_factory;
if (SUCCEEDED(hr))
{
hr = dxgi_adapter->GetParent(IID_PPV_ARGS(&dxgi_factory));
}
if (SUCCEEDED(hr))
{
hr = dxgi_factory->CreateSwapChain(
device_.Get(),
&swap_chain_desc,
&dxgi_swap_chain_);
}
}
return hr;
}
HRESULT D3D11DeviceResources::CreateWindowSizeDependentResources()
{
if (!dxgi_swap_chain_)
return E_UNEXPECTED;
HRESULT hr = S_OK;
// Clear the previous window size specific context.
ID3D11RenderTargetView* null_views[] = { nullptr };
device_context_->OMSetRenderTargets(ARRAYSIZE(null_views), null_views, nullptr);
d2d_res_->SetTargetBitmap(nullptr);
rt_view_ = nullptr;
ds_view_ = nullptr;
device_context_->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<ID3D11Resource> dxgi_back_buffer;
hr = dxgi_swap_chain_->GetBuffer(0, IID_PPV_ARGS(&dxgi_back_buffer));
if (SUCCEEDED(hr))
{
rt_view_ = nullptr;
hr = device_->CreateRenderTargetView(dxgi_back_buffer.Get(), nullptr, &rt_view_);
}
}
if (SUCCEEDED(hr))
{
ComPtr<ID3D11Texture2D> depth_stencil;
CD3D11_TEXTURE2D_DESC tex_desc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(output_size_.x),
static_cast<UINT>(output_size_.y),
1, // This depth stencil view has only one texture.
1, // Use a single mipmap level.
D3D11_BIND_DEPTH_STENCIL
);
hr = device_->CreateTexture2D(&tex_desc, nullptr, &depth_stencil);
if (SUCCEEDED(hr))
{
CD3D11_DEPTH_STENCIL_VIEW_DESC desc(D3D11_DSV_DIMENSION_TEXTURE2D);
ds_view_.Reset();
hr = device_->CreateDepthStencilView(depth_stencil.Get(), &desc, &ds_view_);
}
if (SUCCEEDED(hr))
{
ID3D11RenderTargetView* main_view = rt_view_.Get();
device_context_->OMSetRenderTargets(1, &main_view, ds_view_.Get());
}
}
if (SUCCEEDED(hr))
{
// Set the 3D rendering viewport to target the entire window.
CD3D11_VIEWPORT screen_viewport(
0.0f,
0.0f,
output_size_.x,
output_size_.y);
device_context_->RSSetViewports(1, &screen_viewport);
}
// Create a Direct2D target bitmap associated with the
// swap chain back buffer and set it as the current target.
if (SUCCEEDED(hr))
{
ComPtr<IDXGISurface> dxgi_back_buffer;
hr = dxgi_swap_chain_->GetBuffer(0, IID_PPV_ARGS(&dxgi_back_buffer));
ComPtr<ID2D1Bitmap1> target;
if (SUCCEEDED(hr))
{
hr = d2d_res_->GetDeviceContext()->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))
{
d2d_res_->SetTargetBitmap(target);
}
}
return hr;
}
HRESULT D3D11DeviceResources::HandleDeviceLost()
{
dxgi_swap_chain_ = nullptr;
HRESULT hr = CreateDeviceResources();
if (SUCCEEDED(hr))
{
hr = CreateWindowSizeDependentResources();
}
return hr;
}
HRESULT D3D11DeviceResources::SetLogicalSize(Size logical_size)
{
if (logical_size_ != logical_size)
{
logical_size_ = logical_size;
return CreateWindowSizeDependentResources();
}
return S_OK;
}
HRESULT D3D11DeviceResources::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);
d2d_res_->GetDeviceContext()->SetDpi(dpi_, dpi_);
return CreateWindowSizeDependentResources();
}
return S_OK;
}
STDMETHODIMP_(unsigned long) D3D11DeviceResources::AddRef()
{
return InterlockedIncrement(&ref_count_);
}
STDMETHODIMP_(unsigned long) D3D11DeviceResources::Release()
{
unsigned long newCount = InterlockedDecrement(&ref_count_);
if (newCount == 0)
{
delete this;
return 0;
}
return newCount;
}
STDMETHODIMP D3D11DeviceResources::QueryInterface(IID const& riid, void** object)
{
if (__uuidof(ID3D11DeviceResources) == riid)
{
*object = this;
}
else if (__uuidof(ID3DDeviceResourcesBase) == riid)
{
*object = this;
}
else if (__uuidof(IUnknown) == riid)
{
*object = this;
}
else
{
*object = nullptr;
return E_FAIL;
}
AddRef();
return S_OK;
}
}