blob: 8eb8d66d68c35b4ceb4e9dd9f6972796e214e444 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
|
// 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<ID3D11Resource> 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<TextureResourceImpl> 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
|