// d3d11-swap-chain.cpp #include "d3d11-swap-chain.h" #include "d3d11-device.h" #include "d3d11-texture.h" namespace gfx { using namespace Slang; namespace d3d11 { Result SwapchainImpl::init( DeviceImpl* renderer, const ISwapchain::Desc& swapchainDesc, WindowHandle window) { m_renderer = renderer; m_device = renderer->m_device; m_dxgiFactory = renderer->m_dxgiFactory; return D3DSwapchainBase::init(swapchainDesc, window, DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL); } void SwapchainImpl::createSwapchainBufferImages() { m_images.clear(); // D3D11 implements automatic back buffer rotation, so the application // always render to buffer 0. ComPtr d3dResource; m_swapChain->GetBuffer(0, IID_PPV_ARGS(d3dResource.writeRef())); ITextureResource::Desc imageDesc = {}; imageDesc.type = IResource::Type::Texture2D; imageDesc.arraySize = 0; imageDesc.numMipLevels = 1; imageDesc.size.width = m_desc.width; imageDesc.size.height = m_desc.height; imageDesc.size.depth = 1; imageDesc.format = m_desc.format; imageDesc.defaultState = ResourceState::Present; imageDesc.allowedStates = ResourceStateSet( ResourceState::Present, ResourceState::CopyDestination, ResourceState::RenderTarget); RefPtr image = new TextureResourceImpl(imageDesc); image->m_resource = d3dResource; for (GfxIndex i = 0; i < m_desc.imageCount; i++) { m_images.add(image); } } SLANG_NO_THROW Result SLANG_MCALL SwapchainImpl::resize(GfxCount width, GfxCount height) { m_renderer->m_currentFramebuffer = nullptr; m_renderer->m_immediateContext->ClearState(); return D3DSwapchainBase::resize(width, height); } SLANG_NO_THROW bool SLANG_MCALL SwapchainImpl::isOccluded() { return false; } SLANG_NO_THROW Result SLANG_MCALL SwapchainImpl::setFullScreenMode(bool mode) { return SLANG_FAIL; } } // namespace d3d11 } // namespace gfx