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|
/*
* Copyright (C) 2005-2017 Team Kodi
* http://kodi.tv
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "DeviceResources.h"
#include "DirectXHelper.h"
#include "guilib/GraphicContext.h"
#include "guilib/GUIWindowManager.h"
#include "messaging/ApplicationMessenger.h"
#include "utils/log.h"
#include "windowing/WindowingFactory.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace concurrency;
#ifdef _DEBUG
#define breakOnDebug __debugbreak()
#else
#define breakOnDebug
#endif
#define LOG_HR(hr) CLog::LogF(LOGERROR, "function call at line %d ends with error: %s", __LINE__, DX::GetErrorDescription(hr).c_str());
#define CHECK_ERR() if (FAILED(hr)) { LOG_HR(hr); breakOnDebug; return; }
#define RETURN_ERR(ret) if (FAILED(hr)) { LOG_HR(hr); breakOnDebug; return (##ret); }
bool DX::DeviceResources::CBackBuffer::Acquire(ID3D11Texture2D* pTexture)
{
if (!pTexture)
return false;
D3D11_TEXTURE2D_DESC desc;
pTexture->GetDesc(&desc);
m_width = desc.Width;
m_height = desc.Height;
m_format = desc.Format;
m_usage = desc.Usage;
m_texture = pTexture;
m_texture->AddRef();
return true;
}
std::shared_ptr<DX::DeviceResources> DX::DeviceResources::Get()
{
static std::shared_ptr<DeviceResources> sDeviceResources(new DeviceResources);
return sDeviceResources;
}
// Constructor for DeviceResources.
DX::DeviceResources::DeviceResources()
: m_screenViewport()
, m_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1)
, m_outputSize()
, m_logicalSize()
, m_dpi(DisplayMetrics::Dpi100)
, m_effectiveDpi(DisplayMetrics::Dpi100)
, m_deviceNotify(nullptr)
, m_stereoEnabled(false)
, m_bDeviceCreated(false)
{
}
DX::DeviceResources::~DeviceResources()
{
if (m_bDeviceCreated)
Release();
}
void DX::DeviceResources::Release()
{
ReleaseBackBuffer();
OnDeviceLost(true);
// leave fullscreen before destroying
BOOL bFullScreen;
m_swapChain->GetFullscreenState(&bFullScreen, nullptr);
if (!!bFullScreen)
m_swapChain->SetFullscreenState(false, nullptr);
m_swapChain = nullptr;
m_adapter = nullptr;
m_dxgiFactory = nullptr;
m_output = nullptr;
m_deferrContext = nullptr;
m_d3dContext = nullptr;
m_d3dDevice = nullptr;
m_bDeviceCreated = false;
}
void DX::DeviceResources::GetOutput(IDXGIOutput** pOutput) const
{
m_swapChain->GetContainingOutput(pOutput);
}
void DX::DeviceResources::GetAdapterDesc(DXGI_ADAPTER_DESC* desc) const
{
if (m_adapter)
m_adapter->GetDesc(desc);
}
void DX::DeviceResources::GetDisplayMode(DXGI_MODE_DESC* mode) const
{
DXGI_OUTPUT_DESC outDesc;
ComPtr<IDXGIOutput> pOutput;
m_swapChain->GetContainingOutput(&pOutput);
pOutput->GetDesc(&outDesc);
DXGI_SWAP_CHAIN_DESC scDesc;
m_swapChain->GetDesc(&scDesc);
memset(mode, 0, sizeof(DXGI_MODE_DESC));
// desktop coords depend on DPI
mode->Width = DX::ConvertDipsToPixels(outDesc.DesktopCoordinates.right - outDesc.DesktopCoordinates.left, m_dpi);
mode->Height = DX::ConvertDipsToPixels(outDesc.DesktopCoordinates.bottom - outDesc.DesktopCoordinates.top, m_dpi);
mode->Format = scDesc.BufferDesc.Format;
mode->Scaling = scDesc.BufferDesc.Scaling;
mode->ScanlineOrdering = scDesc.BufferDesc.ScanlineOrdering;
#ifdef TARGET_WINDOWS_DESKTOP
DEVMODEW sDevMode;
memset(&sDevMode, 0, sizeof(sDevMode));
sDevMode.dmSize = sizeof(sDevMode);
// EnumDisplaySettingsW is only one way to detect current refresh rate
if (EnumDisplaySettingsW(outDesc.DeviceName, ENUM_CURRENT_SETTINGS, &sDevMode))
{
int i = (((sDevMode.dmDisplayFrequency + 1) % 24) == 0 || ((sDevMode.dmDisplayFrequency + 1) % 30) == 0) ? 1 : 0;
mode->RefreshRate.Numerator = (sDevMode.dmDisplayFrequency + i) * 1000;
mode->RefreshRate.Denominator = 1000 + i;
}
#endif
}
ID3D11RenderTargetView* DX::DeviceResources::GetBackBufferRTV()
{
return m_backBufferTex.GetRenderTarget();
}
void DX::DeviceResources::SetViewPort(D3D11_VIEWPORT& viewPort) const
{
// convert logical viewport to real
D3D11_VIEWPORT realViewPort =
{
viewPort.TopLeftX,
viewPort.TopLeftY,
viewPort.Width,
viewPort.Height,
viewPort.MinDepth,
viewPort.MinDepth
};
m_deferrContext->RSSetViewports(1, &realViewPort);
}
bool DX::DeviceResources::SetFullScreen(bool fullscreen, RESOLUTION_INFO& res)
{
if (!m_bDeviceCreated)
return false;
critical_section::scoped_lock lock(m_criticalSection);
CLog::Log(LOGDEBUG, __FUNCTION__": switching to/from fullscreen (%f x %f)", m_outputSize.Width, m_outputSize.Height);
BOOL bFullScreen;
bool recreate = m_stereoEnabled != (g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_HARDWAREBASED);
m_swapChain->GetFullscreenState(&bFullScreen, nullptr);
if (!!bFullScreen && !fullscreen)
{
CLog::Log(LOGDEBUG, __FUNCTION__": switching to windowed");
recreate |= SUCCEEDED(m_swapChain->SetFullscreenState(false, nullptr));
}
else if (fullscreen)
{
const bool isResValid = res.iWidth > 0 && res.iHeight > 0 && res.fRefreshRate > 0.f;
if (isResValid)
{
DXGI_MODE_DESC currentMode;
GetDisplayMode(¤tMode);
if (currentMode.Width != res.iWidth
|| currentMode.Height != res.iHeight
|| DX::RationalToFloat(currentMode.RefreshRate) != res.fRefreshRate
// force resolution change for stereo mode
// some drivers unable to create stereo swapchain if mode does not match @23.976
|| g_graphicsContext.GetStereoMode() == RENDER_STEREO_MODE_HARDWAREBASED)
{
CLog::Log(LOGDEBUG, __FUNCTION__": changing display mode to %dx%d@%0.3f", res.iWidth, res.iHeight, res.fRefreshRate);
int refresh = static_cast<int>(res.fRefreshRate);
int i = (refresh + 1) % 24 == 0 || (refresh + 1) % 30 == 0 ? 1 : 0;
currentMode.Width = res.iWidth;
currentMode.Height = res.iHeight;
currentMode.RefreshRate.Numerator = (refresh + i) * 1000;
currentMode.RefreshRate.Denominator = 1000 + i;
recreate |= SUCCEEDED(m_swapChain->ResizeTarget(¤tMode));
}
}
if (!bFullScreen)
{
ComPtr<IDXGIOutput> pOutput;
m_swapChain->GetContainingOutput(&pOutput);
CLog::Log(LOGDEBUG, __FUNCTION__": switching to fullscreen");
recreate |= SUCCEEDED(m_swapChain->SetFullscreenState(true, pOutput.Get()));
}
}
// resize backbuffer to proper hanlde fullscreen/stereo transition
if (recreate)
ResizeBuffers();
CLog::Log(LOGDEBUG, __FUNCTION__": switching done.");
return true;
}
// Configures resources that don't depend on the Direct3D device.
void DX::DeviceResources::CreateDeviceIndependentResources()
{
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DX::DeviceResources::CreateDeviceResources()
{
CLog::LogF(LOGDEBUG, "creating DirectX 11 device.");
UINT creationFlags = D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
#if defined(_DEBUG)
if (DX::SdkLayersAvailable())
{
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
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
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
HRESULT hr = D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver.
nullptr, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
creationFlags, // Set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels), // Size of the list above.
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_d3dFeatureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
);
if (FAILED(hr))
{
CLog::LogF(LOGERROR, "unable to create hardware device, trying to create WARP devices then.");
hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
nullptr,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&device,
&m_d3dFeatureLevel,
&context
);
if (FAILED(hr))
{
CLog::LogF(LOGFATAL, "unable to create WARP device. Rendering in not possible.");
CHECK_ERR();
}
}
// Store pointers to the Direct3D 11.1 API device and immediate context.
hr = device.As(&m_d3dDevice); CHECK_ERR();
// To enable multi-threaded access (optional)
ComPtr<ID3D10Multithread> d3dMultiThread;
hr = m_d3dDevice.As(&d3dMultiThread); CHECK_ERR();
d3dMultiThread->SetMultithreadProtected(1);
hr = context.As(&m_d3dContext); CHECK_ERR();
hr = m_d3dDevice->CreateDeferredContext1(0, &m_deferrContext); CHECK_ERR();
ComPtr<IDXGIDevice1> dxgiDevice;
ComPtr<IDXGIAdapter> adapter;
hr = m_d3dDevice.As(&dxgiDevice); CHECK_ERR();
hr = dxgiDevice->GetAdapter(&adapter); CHECK_ERR();
hr = adapter.As(&m_adapter); CHECK_ERR();
hr = m_adapter->GetParent(IID_PPV_ARGS(&m_dxgiFactory)); CHECK_ERR();
DXGI_ADAPTER_DESC aDesc;
m_adapter->GetDesc(&aDesc);
CLog::LogF(LOGDEBUG, "device is created on adapter '%S' with feature level %04x.", aDesc.Description, m_d3dFeatureLevel);
m_bDeviceCreated = true;
}
void DX::DeviceResources::ReleaseBackBuffer()
{
CLog::LogF(LOGDEBUG, "release buffers.");
// Clear the previous window size specific context.
ID3D11RenderTargetView* nullViews[] = { nullptr };
m_deferrContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
FinishCommandList(false);
m_backBufferTex.Release();
m_d3dDepthStencilView = nullptr;
m_deferrContext->Flush();
m_d3dContext->Flush();
}
void DX::DeviceResources::CreateBackBuffer()
{
if (!m_bDeviceCreated)
return;
CLog::LogF(LOGDEBUG, "create buffers.");
// Get swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
HRESULT hr = m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)); CHECK_ERR();
// Create back buffer texture from swap chain texture
if (!m_backBufferTex.Acquire(backBuffer.Get()))
{
CLog::LogF(LOGERROR, "failed to create render target.");
return;
}
// Create a depth stencil view for use with 3D rendering if needed.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
lround(m_outputSize.Width),
lround(m_outputSize.Height),
1, // This depth stencil view has only one texture.
1, // Use a single mipmap level.
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
hr = m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
); CHECK_ERR();
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
hr = m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_d3dDepthStencilView
); CHECK_ERR();
// Set the 3D rendering viewport to target the entire window.
m_screenViewport = CD3D11_VIEWPORT(
0.0f,
0.0f,
m_outputSize.Width,
m_outputSize.Height
);
m_deferrContext->RSSetViewports(1, &m_screenViewport);
}
HRESULT DX::DeviceResources::CreateSwapChain(DXGI_SWAP_CHAIN_DESC1& desc, DXGI_SWAP_CHAIN_FULLSCREEN_DESC& fsDesc, IDXGISwapChain1** ppSwapChain) const
{
HRESULT hr;
#ifdef TARGET_WINDOWS_DESKTOP
hr = m_dxgiFactory->CreateSwapChainForHwnd(
m_d3dDevice.Get(),
m_window,
&desc,
&fsDesc,
nullptr,
ppSwapChain
); RETURN_ERR(hr);
hr = m_dxgiFactory->MakeWindowAssociation(m_window, /*DXGI_MWA_NO_WINDOW_CHANGES |*/ DXGI_MWA_NO_ALT_ENTER);
#else
hr = m_dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(m_coreWindow.Get()),
&desc,
nullptr,
ppSwapChain
); RETURN_ERR(hr);
#endif
return hr;
}
void DX::DeviceResources::ResizeBuffers()
{
if (!m_bDeviceCreated)
return;
CLog::LogF(LOGDEBUG, "resize buffers.");
bool bHWStereoEnabled = RENDER_STEREO_MODE_HARDWAREBASED == g_graphicsContext.GetStereoMode();
bool windowed = true;
if (m_swapChain)
{
// check if swapchain needs to be recreated
DXGI_SWAP_CHAIN_DESC1 scDesc = { 0 };
m_swapChain->GetDesc1(&scDesc);
if ((scDesc.Stereo == TRUE) != bHWStereoEnabled)
{
// check fullscreen state and go to windowing if necessary
BOOL bFullcreen;
m_swapChain->GetFullscreenState(&bFullcreen, nullptr);
if (!!bFullcreen)
{
windowed = false; // will create fullscreen swapchain
m_swapChain->SetFullscreenState(false, nullptr); // mandatory before releasing swapchain
}
m_swapChain = nullptr;
m_deferrContext->Flush();
m_d3dContext->Flush();
}
}
if (m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
lround(m_outputSize.Width),
lround(m_outputSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
// If the device was removed for any reason, a new device and swap chain will need to be created.
HandleDeviceLost(hr == DXGI_ERROR_DEVICE_REMOVED);
// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
// and correctly set up the new device.
return;
}
CHECK_ERR();
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SCALING scaling = DisplayMetrics::SupportHighResolutions ? DXGI_SCALING_NONE : DXGI_SCALING_STRETCH;
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
swapChainDesc.Width = lround(m_outputSize.Width);
swapChainDesc.Height = lround(m_outputSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swapChainDesc.Stereo = bHWStereoEnabled;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 3 * (1 + bHWStereoEnabled);
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Flags = 0;
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC scFSDesc = { 0 }; // unused for uwp
scFSDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
scFSDesc.Windowed = windowed;
ComPtr<IDXGISwapChain1> swapChain;
HRESULT hr = CreateSwapChain(swapChainDesc, scFSDesc, &swapChain);
if (FAILED(hr) && bHWStereoEnabled)
{
// switch to stereo mode failed, create mono swapchain
CLog::LogF(LOGERROR, "creating stereo swap chain failed with error.");
CLog::LogF(LOGNOTICE, "fallback to monoscopic mode.");
swapChainDesc.Stereo = false;
bHWStereoEnabled = false;
hr = CreateSwapChain(swapChainDesc, scFSDesc, &swapChain); CHECK_ERR();
// fallback to split_horizontal mode.
g_graphicsContext.SetStereoMode(RENDER_STEREO_MODE_SPLIT_HORIZONTAL);
}
hr = swapChain.As(&m_swapChain); CHECK_ERR();
m_stereoEnabled = bHWStereoEnabled;
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
ComPtr<IDXGIDevice1> dxgiDevice;
hr = m_d3dDevice.As(&dxgiDevice); CHECK_ERR();
dxgiDevice->SetMaximumFrameLatency(1);
}
}
// These resources need to be recreated every time the window size is changed.
void DX::DeviceResources::CreateWindowSizeDependentResources()
{
ReleaseBackBuffer();
UpdateRenderTargetSize();
ResizeBuffers();
CreateBackBuffer();
}
// Determine the dimensions of the render target and whether it will be scaled down.
void DX::DeviceResources::UpdateRenderTargetSize()
{
m_effectiveDpi = m_dpi;
// To improve battery life on high resolution devices, render to a smaller render target
// and allow the GPU to scale the output when it is presented.
if (!DisplayMetrics::SupportHighResolutions && m_dpi > DisplayMetrics::DpiThreshold)
{
float width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
float height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
// When the device is in portrait orientation, height > width. Compare the
// larger dimension against the width threshold and the smaller dimension
// against the height threshold.
if (std::max(width, height) > DisplayMetrics::WidthThreshold && std::min(width, height) > DisplayMetrics::HeightThreshold)
{
// To scale the app we change the effective DPI. Logical size does not change.
m_effectiveDpi /= 2.0f;
}
}
// Calculate the necessary render target size in pixels.
m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_effectiveDpi);
m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_effectiveDpi);
// Prevent zero size DirectX content from being created.
m_outputSize.Width = std::max(m_outputSize.Width, 1.f);
m_outputSize.Height = std::max(m_outputSize.Height, 1.f);
}
void DX::DeviceResources::Register(ID3DResource* resource)
{
critical_section::scoped_lock lock(m_resourceSection);
m_resources.push_back(resource);
}
void DX::DeviceResources::Unregister(ID3DResource* resource)
{
critical_section::scoped_lock lock(m_resourceSection);
std::vector<ID3DResource*>::iterator i = find(m_resources.begin(), m_resources.end(), resource);
if (i != m_resources.end())
m_resources.erase(i);
}
void DX::DeviceResources::FinishCommandList(bool bExecute) const
{
if (m_d3dContext == m_deferrContext)
return;
ComPtr<ID3D11CommandList> pCommandList;
if (FAILED(m_deferrContext->FinishCommandList(true, &pCommandList)))
{
CLog::LogF(LOGERROR, "failed to finish command queue.");
return;
}
if (bExecute)
m_d3dContext->ExecuteCommandList(pCommandList.Get(), false);
}
// This method is called in the event handler for the SizeChanged event.
void DX::DeviceResources::SetLogicalSize(float width, float height)
{
if
#if defined(TARGET_WINDOWS_DESKTOP)
(!m_window)
#else
(!m_coreWindow.Get())
#endif
return;
CLog::LogF(LOGDEBUG, "receive changing logical size to %f x %f", width, height);
if (m_logicalSize.Width != width || m_logicalSize.Height != height)
{
CLog::LogF(LOGDEBUG, "change logical size to %f x %f", width, height);
m_logicalSize = Size(width, height);
UpdateRenderTargetSize();
ResizeBuffers();
}
}
// This method is called in the event handler for the DpiChanged event.
void DX::DeviceResources::SetDpi(float dpi)
{
if (dpi != m_dpi)
{
m_dpi = dpi;
CreateWindowSizeDependentResources();
}
}
// This method is called in the event handler for the DisplayContentsInvalidated event.
void DX::DeviceResources::ValidateDevice()
{
// The D3D Device is no longer valid if the default adapter changed since the device
// was created or if the device has been removed.
// First, get the information for the default adapter from when the device was created.
ComPtr<IDXGIDevice1> dxgiDevice;
m_d3dDevice.As(&dxgiDevice);
ComPtr<IDXGIAdapter> deviceAdapter;
dxgiDevice->GetAdapter(&deviceAdapter);
ComPtr<IDXGIFactory2> dxgiFactory;
deviceAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory));
DXGI_ADAPTER_DESC1 previousDesc;
{
ComPtr<IDXGIAdapter1> previousDefaultAdapter;
dxgiFactory->EnumAdapters1(0, &previousDefaultAdapter);
previousDefaultAdapter->GetDesc1(&previousDesc);
}
// Next, get the information for the current default adapter.
DXGI_ADAPTER_DESC1 currentDesc;
{
ComPtr<IDXGIFactory1> currentFactory;
CreateDXGIFactory1(IID_PPV_ARGS(¤tFactory));
ComPtr<IDXGIAdapter1> currentDefaultAdapter;
currentFactory->EnumAdapters1(0, ¤tDefaultAdapter);
currentDefaultAdapter->GetDesc1(¤tDesc);
}
// If the adapter LUIDs don't match, or if the device reports that it has been removed,
// a new D3D device must be created.
HRESULT hr = m_d3dDevice->GetDeviceRemovedReason();
if ( previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart
|| previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart
|| FAILED(hr))
{
// Release references to resources related to the old device.
dxgiDevice = nullptr;
deviceAdapter = nullptr;
dxgiFactory = nullptr;
// Create a new device and swap chain.
HandleDeviceLost(hr == DXGI_ERROR_DEVICE_REMOVED);
}
}
void DX::DeviceResources::OnDeviceLost(bool removed)
{
g_windowManager.SendMessage(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_RENDERER_LOST);
// tell any shared resources
for (auto res : m_resources)
{
// the most of resources like textures and buffers try to
// receive and save their status from current device.
// `removed` means that we have no possibility
// to use the device anymore, tell all resouces about this.
res->OnDestroyDevice(removed);
}
}
void DX::DeviceResources::OnDeviceRestored()
{
// tell any shared resources
for (auto res : m_resources)
res->OnCreateDevice();
g_windowManager.SendMessage(GUI_MSG_NOTIFY_ALL, 0, 0, GUI_MSG_RENDERER_RESET);
}
// Recreate all device resources and set them back to the current state.
void DX::DeviceResources::HandleDeviceLost(bool removed)
{
OnDeviceLost(removed);
if (m_deviceNotify != nullptr)
m_deviceNotify->OnDXDeviceLost();
ReleaseBackBuffer();
m_swapChain = nullptr;
CreateDeviceResources();
CreateWindowSizeDependentResources();
if (m_deviceNotify != nullptr)
m_deviceNotify->OnDXDeviceRestored();
OnDeviceRestored();
KODI::MESSAGING::CApplicationMessenger::GetInstance().PostMsg(TMSG_EXECUTE_BUILT_IN, -1, -1, nullptr, "ReloadSkin");
}
bool DX::DeviceResources::Begin()
{
HRESULT hr = m_swapChain->Present(0, DXGI_PRESENT_TEST);
// If the device was removed either by a disconnection or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
HandleDeviceLost(hr == DXGI_ERROR_DEVICE_REMOVED);
}
else
{
// not fatal errors
if (hr == DXGI_ERROR_INVALID_CALL)
{
CreateWindowSizeDependentResources();
}
}
m_deferrContext->OMSetRenderTargets(1, m_backBufferTex.GetAddressOfRTV(), m_d3dDepthStencilView.Get());
return true;
}
// Present the contents of the swap chain to the screen.
void DX::DeviceResources::Present()
{
FinishCommandList();
m_d3dContext->Flush();
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
DXGI_PRESENT_PARAMETERS parameters = { 0 };
HRESULT hr = m_swapChain->Present1(1, 0, ¶meters);
// If the device was removed either by a disconnection or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
HandleDeviceLost(hr == DXGI_ERROR_DEVICE_REMOVED);
}
else
{
// not fatal errors
if (hr == DXGI_ERROR_INVALID_CALL)
{
CreateWindowSizeDependentResources();
}
}
if (m_d3dContext == m_deferrContext)
{
m_deferrContext->OMSetRenderTargets(1, m_backBufferTex.GetAddressOfRTV(), m_d3dDepthStencilView.Get());
}
}
void DX::DeviceResources::ClearDepthStencil() const
{
m_deferrContext->ClearDepthStencilView(m_d3dDepthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
}
void DX::DeviceResources::ClearRenderTarget(ID3D11RenderTargetView* pRTView, float color[4]) const
{
m_deferrContext->ClearRenderTargetView(pRTView, color);
}
void DX::DeviceResources::SetMonitor(HMONITOR monitor) const
{
HRESULT hr;
DXGI_ADAPTER_DESC currentDesc = { 0 };
DXGI_ADAPTER_DESC foundDesc = { 0 };
ComPtr<IDXGIFactory1> dxgiFactory;
ComPtr<IDXGIAdapter1> adapter;
if (m_d3dDevice)
{
ComPtr<IDXGIDevice1> dxgiDevice;
ComPtr<IDXGIAdapter> deviceAdapter;
hr = m_d3dDevice.As(&dxgiDevice); CHECK_ERR();
dxgiDevice->GetAdapter(&deviceAdapter);
deviceAdapter->GetDesc(¤tDesc);
}
CreateDXGIFactory1(IID_IDXGIFactory1, &dxgiFactory);
int index = 0;
while (true)
{
hr = dxgiFactory->EnumAdapters1(index, &adapter);
if (hr == DXGI_ERROR_NOT_FOUND)
break;
ComPtr<IDXGIOutput> output;
adapter->GetDesc(&foundDesc);
for (int j = 0; adapter->EnumOutputs(j, &output) != DXGI_ERROR_NOT_FOUND; j++)
{
DXGI_OUTPUT_DESC outputDesc;
output->GetDesc(&outputDesc);
if (outputDesc.Monitor == monitor)
{
// check if adapter is changed
if (currentDesc.AdapterLuid.HighPart != foundDesc.AdapterLuid.HighPart
|| currentDesc.AdapterLuid.LowPart != foundDesc.AdapterLuid.LowPart)
{
CLog::LogF(LOGDEBUG, "selected %S adapter. ", foundDesc.Description);
// adapter is changed, (re)init hooks into new driver
g_Windowing.InitHooks(output.Get());
}
return;
}
}
}
}
void DX::DeviceResources::RegisterDeviceNotify(IDeviceNotify* deviceNotify)
{
m_deviceNotify = deviceNotify;
}
HMONITOR DX::DeviceResources::GetMonitor() const
{
if (m_swapChain)
{
ComPtr<IDXGIOutput> output;
HRESULT hr = m_swapChain->GetContainingOutput(&output); RETURN_ERR(nullptr);
if (output)
{
DXGI_OUTPUT_DESC desc;
output->GetDesc(&desc);
return desc.Monitor;
}
}
return nullptr;
}
bool DX::DeviceResources::IsStereoAvailable() const
{
if (m_dxgiFactory)
return m_dxgiFactory->IsWindowedStereoEnabled();
return false;
}
#if defined(TARGET_WINDOWS_DESKTOP)
// This method is called when the window (WND) is created (or re-created).
void DX::DeviceResources::SetWindow(HWND window)
{
m_window = window;
CreateDeviceIndependentResources();
CreateDeviceResources();
}
#elif defined(TARGET_WINDOWS_STORE)
// This method is called when the CoreWindow is created (or re-created).
void DX::DeviceResources::SetWindow(Windows::UI::Core::CoreWindow^ window)
{
m_coreWindow = window;
auto dispatcher = m_coreWindow->Dispatcher;
auto handler = ref new Windows::UI::Core::DispatchedHandler([&]()
{
auto coreWindow = Windows::UI::Core::CoreWindow::GetForCurrentThread();
m_logicalSize = Windows::Foundation::Size(coreWindow->Bounds.Width, coreWindow->Bounds.Height);
m_dpi = Windows::Graphics::Display::DisplayInformation::GetForCurrentView()->LogicalDpi;
});
if (dispatcher->HasThreadAccess)
handler->Invoke();
else
Concurrency::create_task(dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::High, handler)).wait();
CreateDeviceIndependentResources();
CreateDeviceResources();
// we have to call this because we will not get initial WM_SIZE
CreateWindowSizeDependentResources();
}
// Call this method when the app suspends. It provides a hint to the driver that the app
// is entering an idle state and that temporary buffers can be reclaimed for use by other apps.
void DX::DeviceResources::Trim() const
{
ComPtr<IDXGIDevice3> dxgiDevice;
m_d3dDevice.As(&dxgiDevice);
dxgiDevice->Trim();
}
#endif
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