mirror of
https://github.com/AxioDL/boo.git
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More D3D12 work
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@@ -11,8 +11,8 @@ namespace boo
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{
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static LogVisor::LogModule Log("WindowWin32");
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class WindowWin32;
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IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, IGraphicsContext* parent);
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IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, IGraphicsContext* parent);
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IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent);
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IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent);
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struct GraphicsContextWin32 : IGraphicsContext
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{
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@@ -47,9 +47,14 @@ public:
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scDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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#if _WIN32_WINNT_WIN10
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IUnknown* dev = d3dCtx.m_ctx12.m_dev ?
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static_cast<IUnknown*>(d3dCtx.m_ctx12.m_dev.Get()) :
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static_cast<IUnknown*>(d3dCtx.m_ctx11.m_dev.Get());
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IUnknown* dev;
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if (d3dCtx.m_ctx12.m_dev)
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{
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scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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dev = static_cast<IUnknown*>(d3dCtx.m_ctx12.m_dev.Get());
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}
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else
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dev = static_cast<IUnknown*>(d3dCtx.m_ctx11.m_dev.Get());
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#else
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IUnknown* dev = static_cast<IUnknown*>(d3dCtx.m_ctx11.m_dev.Get());
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#endif
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@@ -63,20 +68,45 @@ public:
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#if _WIN32_WINNT_WIN10
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if (d3dCtx.m_ctx12.m_dev)
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{
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auto insIt = d3dCtx.m_ctx12.m_windows.emplace(std::make_pair(parentWindow, D3D12Context::Window()));
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D3D12Context::Window& w = insIt.first->second;
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m_swapChain.As<IDXGISwapChain3>(&w.m_swapChain);
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m_swapChain->GetBuffer(0, __uuidof(ID3D12Resource), &w.m_fb[0]);
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m_swapChain->GetBuffer(1, __uuidof(ID3D12Resource), &w.m_fb[1]);
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w.m_backBuf = w.m_swapChain->GetCurrentBackBufferIndex();
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D3D12_RESOURCE_DESC resDesc = w.m_fb[0]->GetDesc();
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w.width = resDesc.Width;
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w.height = resDesc.Height;
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m_dataFactory = new D3D12DataFactory(this, &d3dCtx.m_ctx12);
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m_commandQueue = _NewD3D12CommandQueue(&d3dCtx.m_ctx12, this);
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m_commandQueue = _NewD3D12CommandQueue(&d3dCtx.m_ctx12, &w, this);
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}
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else
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#endif
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{
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auto insIt = d3dCtx.m_ctx11.m_windows.emplace(std::make_pair(parentWindow, D3D11Context::Window()));
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D3D11Context::Window& w = insIt.first->second;
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ComPtr<ID3D11Texture2D> fbRes;
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m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &fbRes);
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D3D11_TEXTURE2D_DESC resDesc;
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fbRes->GetDesc(&resDesc);
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w.width = resDesc.Width;
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w.height = resDesc.Height;
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m_dataFactory = new D3D11DataFactory(this, &d3dCtx.m_ctx11);
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m_commandQueue = _NewD3D11CommandQueue(&d3dCtx.m_ctx11, this);
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m_commandQueue = _NewD3D11CommandQueue(&d3dCtx.m_ctx11, &insIt.first->second, this);
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}
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}
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~GraphicsContextWin32()
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{
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#if _WIN32_WINNT_WIN10
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if (m_d3dCtx.m_ctx12.m_dev)
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{
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m_d3dCtx.m_ctx12.m_windows.erase(m_parentWindow);
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}
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else
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#endif
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{
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}
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}
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void _setCallback(IWindowCallback* cb)
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