2018-02-06 15:50:24 +00:00
|
|
|
// Copyright 2018 The NXT Authors
|
|
|
|
//
|
|
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
|
|
// you may not use this file except in compliance with the License.
|
|
|
|
// You may obtain a copy of the License at
|
|
|
|
//
|
|
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
//
|
|
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
|
|
// See the License for the specific language governing permissions and
|
|
|
|
// limitations under the License.
|
|
|
|
|
|
|
|
#include "backend/d3d12/NativeSwapChainImplD3D12.h"
|
|
|
|
|
2018-06-18 23:26:12 +00:00
|
|
|
#include "backend/d3d12/DeviceD3D12.h"
|
2018-02-06 15:50:24 +00:00
|
|
|
#include "backend/d3d12/TextureD3D12.h"
|
|
|
|
#include "common/Assert.h"
|
|
|
|
|
|
|
|
namespace backend { namespace d3d12 {
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
DXGI_USAGE D3D12SwapChainBufferUsage(nxtTextureUsageBit allowedUsages) {
|
|
|
|
DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
|
|
|
|
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_SAMPLED) {
|
|
|
|
usage |= DXGI_USAGE_SHADER_INPUT;
|
|
|
|
}
|
|
|
|
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_STORAGE) {
|
|
|
|
usage |= DXGI_USAGE_UNORDERED_ACCESS;
|
|
|
|
}
|
|
|
|
if (allowedUsages & NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT) {
|
|
|
|
usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
|
|
}
|
|
|
|
return usage;
|
|
|
|
}
|
|
|
|
|
|
|
|
static constexpr unsigned int kFrameCount = 2;
|
|
|
|
} // anonymous namespace
|
|
|
|
|
|
|
|
NativeSwapChainImpl::NativeSwapChainImpl(Device* device, HWND window)
|
|
|
|
: mWindow(window), mDevice(device) {
|
|
|
|
}
|
|
|
|
|
|
|
|
NativeSwapChainImpl::~NativeSwapChainImpl() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void NativeSwapChainImpl::Init(nxtWSIContextD3D12* /*context*/) {
|
|
|
|
}
|
|
|
|
|
|
|
|
nxtSwapChainError NativeSwapChainImpl::Configure(nxtTextureFormat format,
|
|
|
|
nxtTextureUsageBit usage,
|
|
|
|
uint32_t width,
|
|
|
|
uint32_t height) {
|
|
|
|
ASSERT(width > 0);
|
|
|
|
ASSERT(height > 0);
|
|
|
|
ASSERT(format == static_cast<nxtTextureFormat>(GetPreferredFormat()));
|
|
|
|
|
|
|
|
ComPtr<IDXGIFactory4> factory = mDevice->GetFactory();
|
|
|
|
ComPtr<ID3D12CommandQueue> queue = mDevice->GetCommandQueue();
|
|
|
|
|
|
|
|
// Create the D3D12 swapchain, assuming only two buffers for now
|
|
|
|
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
|
|
|
|
swapChainDesc.Width = width;
|
|
|
|
swapChainDesc.Height = height;
|
|
|
|
swapChainDesc.Format = D3D12TextureFormat(GetPreferredFormat());
|
|
|
|
swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(usage);
|
|
|
|
swapChainDesc.BufferCount = kFrameCount;
|
|
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
|
|
|
swapChainDesc.SampleDesc.Count = 1;
|
|
|
|
swapChainDesc.SampleDesc.Quality = 0;
|
|
|
|
|
|
|
|
ComPtr<IDXGISwapChain1> swapChain1;
|
|
|
|
ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(queue.Get(), mWindow, &swapChainDesc,
|
|
|
|
nullptr, nullptr, &swapChain1));
|
|
|
|
|
|
|
|
ASSERT_SUCCESS(swapChain1.As(&mSwapChain));
|
|
|
|
|
|
|
|
// Gather the resources that will be used to present to the swapchain
|
|
|
|
mBuffers.resize(kFrameCount);
|
|
|
|
for (uint32_t i = 0; i < kFrameCount; ++i) {
|
|
|
|
ASSERT_SUCCESS(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i])));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set the initial serial of buffers to 0 so that we don't wait on them when they are first
|
|
|
|
// used
|
|
|
|
mBufferSerials.resize(kFrameCount, 0);
|
|
|
|
|
|
|
|
return NXT_SWAP_CHAIN_NO_ERROR;
|
|
|
|
}
|
|
|
|
|
|
|
|
nxtSwapChainError NativeSwapChainImpl::GetNextTexture(nxtSwapChainNextTexture* nextTexture) {
|
|
|
|
mCurrentBuffer = mSwapChain->GetCurrentBackBufferIndex();
|
|
|
|
nextTexture->texture.ptr = mBuffers[mCurrentBuffer].Get();
|
|
|
|
|
|
|
|
// TODO(cwallez@chromium.org) Currently we force the CPU to wait for the GPU to be finished
|
|
|
|
// with the buffer. Ideally the synchronization should be all done on the GPU.
|
|
|
|
mDevice->WaitForSerial(mBufferSerials[mCurrentBuffer]);
|
|
|
|
|
|
|
|
return NXT_SWAP_CHAIN_NO_ERROR;
|
|
|
|
}
|
|
|
|
|
|
|
|
nxtSwapChainError NativeSwapChainImpl::Present() {
|
|
|
|
// Flush pending commands that include the transition of the texture to present.
|
|
|
|
mDevice->ExecuteCommandLists({});
|
|
|
|
|
|
|
|
ASSERT_SUCCESS(mSwapChain->Present(1, 0));
|
|
|
|
// TODO(cwallez@chromium.org): Make the serial ticking implicit.
|
|
|
|
mDevice->NextSerial();
|
|
|
|
|
|
|
|
mBufferSerials[mCurrentBuffer] = mDevice->GetSerial();
|
|
|
|
return NXT_SWAP_CHAIN_NO_ERROR;
|
|
|
|
}
|
|
|
|
|
|
|
|
nxt::TextureFormat NativeSwapChainImpl::GetPreferredFormat() const {
|
|
|
|
return nxt::TextureFormat::R8G8B8A8Unorm;
|
|
|
|
}
|
|
|
|
|
|
|
|
}} // namespace backend::d3d12
|