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			935 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			935 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2018 The Chromium Embedded Framework Authors. All rights reserved.
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| // Use of this source code is governed by a BSD-style license that can be found
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| // in the LICENSE file.
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| //
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| // Portions Copyright (c) 2018 Daktronics with the following MIT License:
 | |
| //
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| //
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| 
 | |
| #include "tests/cefclient/browser/osr_d3d11_win.h"
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| 
 | |
| #include <iomanip>  // For std::setw.
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| 
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| #if OS_WIN && ARCH_CPU_ARM_FAMILY
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| #define __prefetch(x) x
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| #endif
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| #include <d3dcompiler.h>
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| #include <directxmath.h>
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| 
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| #include "include/base/cef_logging.h"
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| #include "include/internal/cef_string.h"
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| #include "tests/shared/browser/util_win.h"
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| 
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| namespace client {
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| namespace d3d11 {
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| 
 | |
| namespace {
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| 
 | |
| // Wrap a raw COM pointer in a shared_ptr for auto Release().
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| template <class T>
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| std::shared_ptr<T> to_com_ptr(T* obj) {
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|   return std::shared_ptr<T>(obj, [](T* p) {
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|     if (p)
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|       p->Release();
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|   });
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| }
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| 
 | |
| }  // namespace
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| 
 | |
| struct SimpleVertex {
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|   DirectX::XMFLOAT3 pos;
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|   DirectX::XMFLOAT2 tex;
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| };
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| 
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| Context::Context(ID3D11DeviceContext* ctx) : ctx_(to_com_ptr(ctx)) {}
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| 
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| void Context::flush() {
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|   ctx_->Flush();
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| }
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| 
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| SwapChain::SwapChain(IDXGISwapChain* swapchain,
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|                      ID3D11RenderTargetView* rtv,
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|                      ID3D11SamplerState* sampler,
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|                      ID3D11BlendState* blender)
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|     : sampler_(to_com_ptr(sampler)),
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|       blender_(to_com_ptr(blender)),
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|       swapchain_(to_com_ptr(swapchain)),
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|       rtv_(to_com_ptr(rtv)),
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|       width_(0),
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|       height_(0) {}
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| 
 | |
| void SwapChain::bind(const std::shared_ptr<Context>& ctx) {
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|   ctx_ = ctx;
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|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
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| 
 | |
|   ID3D11RenderTargetView* rtv[1] = {rtv_.get()};
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|   d3d11_ctx->OMSetRenderTargets(1, rtv, nullptr);
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| 
 | |
|   // Set default blending state.
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|   if (blender_) {
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|     float factor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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|     d3d11_ctx->OMSetBlendState(blender_.get(), factor, 0xffffffff);
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|   }
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| 
 | |
|   // Set default sampler state.
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|   if (sampler_) {
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|     ID3D11SamplerState* samplers[1] = {sampler_.get()};
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|     d3d11_ctx->PSSetSamplers(0, 1, samplers);
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|   }
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| }
 | |
| 
 | |
| void SwapChain::unbind() {
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|   ctx_.reset();
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| }
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| 
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| void SwapChain::clear(float red, float green, float blue, float alpha) {
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|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
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|   CHECK(d3d11_ctx);
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| 
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|   FLOAT color[4] = {red, green, blue, alpha};
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|   d3d11_ctx->ClearRenderTargetView(rtv_.get(), color);
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| }
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| 
 | |
| void SwapChain::present(int sync_interval) {
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|   swapchain_->Present(sync_interval, 0);
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| }
 | |
| 
 | |
| void SwapChain::resize(int width, int height) {
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|   if (width <= 0 || height <= 0 || width == width_ || height == height_) {
 | |
|     return;
 | |
|   }
 | |
|   width_ = width;
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|   height_ = height;
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| 
 | |
|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
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|   CHECK(d3d11_ctx);
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| 
 | |
|   d3d11_ctx->OMSetRenderTargets(0, 0, 0);
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|   rtv_.reset();
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| 
 | |
|   DXGI_SWAP_CHAIN_DESC desc;
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|   swapchain_->GetDesc(&desc);
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|   auto hr = swapchain_->ResizeBuffers(0, width, height, desc.BufferDesc.Format,
 | |
|                                       desc.Flags);
 | |
|   if (FAILED(hr)) {
 | |
|     LOG(ERROR) << "d3d11: Failed to resize swapchain (" << width << "x"
 | |
|                << height << ")";
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   ID3D11Texture2D* buffer = nullptr;
 | |
|   hr = swapchain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&buffer);
 | |
|   if (FAILED(hr)) {
 | |
|     LOG(ERROR) << "d3d11: Failed to resize swapchain (" << width << "x"
 | |
|                << height << ")";
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   ID3D11Device* dev = nullptr;
 | |
|   d3d11_ctx->GetDevice(&dev);
 | |
|   if (dev) {
 | |
|     D3D11_RENDER_TARGET_VIEW_DESC vdesc = {};
 | |
|     vdesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
 | |
|     vdesc.Texture2D.MipSlice = 0;
 | |
|     vdesc.Format = desc.BufferDesc.Format;
 | |
| 
 | |
|     ID3D11RenderTargetView* view = nullptr;
 | |
|     hr = dev->CreateRenderTargetView(buffer, &vdesc, &view);
 | |
|     if (SUCCEEDED(hr)) {
 | |
|       rtv_ = to_com_ptr(view);
 | |
|       d3d11_ctx->OMSetRenderTargets(1, &view, nullptr);
 | |
|     }
 | |
|     dev->Release();
 | |
|   }
 | |
|   buffer->Release();
 | |
| 
 | |
|   D3D11_VIEWPORT vp;
 | |
|   vp.Width = static_cast<float>(width);
 | |
|   vp.Height = static_cast<float>(height);
 | |
|   vp.MinDepth = D3D11_MIN_DEPTH;
 | |
|   vp.MaxDepth = D3D11_MAX_DEPTH;
 | |
|   vp.TopLeftX = 0;
 | |
|   vp.TopLeftY = 0;
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|   d3d11_ctx->RSSetViewports(1, &vp);
 | |
| }
 | |
| 
 | |
| Effect::Effect(ID3D11VertexShader* vsh,
 | |
|                ID3D11PixelShader* psh,
 | |
|                ID3D11InputLayout* layout)
 | |
|     : vsh_(to_com_ptr(vsh)),
 | |
|       psh_(to_com_ptr(psh)),
 | |
|       layout_(to_com_ptr(layout)) {}
 | |
| 
 | |
| void Effect::bind(const std::shared_ptr<Context>& ctx) {
 | |
|   ctx_ = ctx;
 | |
|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
 | |
| 
 | |
|   d3d11_ctx->IASetInputLayout(layout_.get());
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|   d3d11_ctx->VSSetShader(vsh_.get(), nullptr, 0);
 | |
|   d3d11_ctx->PSSetShader(psh_.get(), nullptr, 0);
 | |
| }
 | |
| 
 | |
| void Effect::unbind() {}
 | |
| 
 | |
| Geometry::Geometry(D3D_PRIMITIVE_TOPOLOGY primitive,
 | |
|                    uint32_t vertices,
 | |
|                    uint32_t stride,
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|                    ID3D11Buffer* buffer)
 | |
|     : primitive_(primitive),
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|       vertices_(vertices),
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|       stride_(stride),
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|       buffer_(to_com_ptr(buffer)) {}
 | |
| 
 | |
| void Geometry::bind(const std::shared_ptr<Context>& ctx) {
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|   ctx_ = ctx;
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|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
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| 
 | |
|   // TODO: Handle offset.
 | |
|   uint32_t offset = 0;
 | |
| 
 | |
|   ID3D11Buffer* buffers[1] = {buffer_.get()};
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|   d3d11_ctx->IASetVertexBuffers(0, 1, buffers, &stride_, &offset);
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|   d3d11_ctx->IASetPrimitiveTopology(primitive_);
 | |
| }
 | |
| 
 | |
| void Geometry::unbind() {}
 | |
| 
 | |
| void Geometry::draw() {
 | |
|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
 | |
|   CHECK(d3d11_ctx);
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| 
 | |
|   // TODO: Handle offset.
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|   d3d11_ctx->Draw(vertices_, 0);
 | |
| }
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| 
 | |
| Texture2D::Texture2D(ID3D11Texture2D* tex, ID3D11ShaderResourceView* srv)
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|     : texture_(to_com_ptr(tex)), srv_(to_com_ptr(srv)) {
 | |
|   share_handle_ = nullptr;
 | |
| 
 | |
|   IDXGIResource* res = nullptr;
 | |
|   if (SUCCEEDED(texture_->QueryInterface(__uuidof(IDXGIResource),
 | |
|                                          reinterpret_cast<void**>(&res)))) {
 | |
|     res->GetSharedHandle(&share_handle_);
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|     res->Release();
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|   }
 | |
| 
 | |
|   // Are we using a keyed mutex?
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|   IDXGIKeyedMutex* mutex = nullptr;
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|   if (SUCCEEDED(texture_->QueryInterface(__uuidof(IDXGIKeyedMutex),
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|                                          (void**)&mutex))) {
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|     keyed_mutex_ = to_com_ptr(mutex);
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|   }
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| }
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| 
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| uint32_t Texture2D::width() const {
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|   D3D11_TEXTURE2D_DESC desc;
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|   texture_->GetDesc(&desc);
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|   return desc.Width;
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| }
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| 
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| uint32_t Texture2D::height() const {
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|   D3D11_TEXTURE2D_DESC desc;
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|   texture_->GetDesc(&desc);
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|   return desc.Height;
 | |
| }
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| 
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| DXGI_FORMAT Texture2D::format() const {
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|   D3D11_TEXTURE2D_DESC desc;
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|   texture_->GetDesc(&desc);
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|   return desc.Format;
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| }
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| 
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| bool Texture2D::has_mutex() const {
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|   return (keyed_mutex_.get() != nullptr);
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| }
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| 
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| bool Texture2D::lock_key(uint64_t key, uint32_t timeout_ms) {
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|   if (keyed_mutex_) {
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|     const auto hr = keyed_mutex_->AcquireSync(key, timeout_ms);
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|     return (hr == S_OK);
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|   }
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|   return true;
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| }
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| 
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| void Texture2D::unlock_key(uint64_t key) {
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|   if (keyed_mutex_) {
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|     keyed_mutex_->ReleaseSync(key);
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|   }
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| }
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| 
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| void Texture2D::bind(const std::shared_ptr<Context>& ctx) {
 | |
|   ctx_ = ctx;
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|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
 | |
|   if (srv_) {
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|     ID3D11ShaderResourceView* views[1] = {srv_.get()};
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|     d3d11_ctx->PSSetShaderResources(0, 1, views);
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|   }
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| }
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| 
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| void Texture2D::unbind() {}
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| 
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| void* Texture2D::share_handle() const {
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|   return share_handle_;
 | |
| }
 | |
| 
 | |
| void Texture2D::copy_from(const std::shared_ptr<Texture2D>& other) {
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|   ID3D11DeviceContext* d3d11_ctx = (ID3D11DeviceContext*)(*ctx_);
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|   CHECK(d3d11_ctx);
 | |
|   if (other) {
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|     d3d11_ctx->CopyResource(texture_.get(), other->texture_.get());
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|   }
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| }
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| 
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| Device::Device(ID3D11Device* pdev, ID3D11DeviceContext* pctx)
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|     : device_(to_com_ptr(pdev)), ctx_(std::make_shared<Context>(pctx)) {
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|   lib_compiler_ = LoadLibrary(L"d3dcompiler_47.dll");
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| }
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| 
 | |
| // static
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| std::shared_ptr<Device> Device::create() {
 | |
|   UINT flags = 0;
 | |
| #ifdef _DEBUG
 | |
|   flags |= D3D11_CREATE_DEVICE_DEBUG;
 | |
| #endif
 | |
| 
 | |
|   D3D_FEATURE_LEVEL feature_levels[] = {
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|       D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1,
 | |
|       D3D_FEATURE_LEVEL_10_0,
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|       // D3D_FEATURE_LEVEL_9_3,
 | |
|   };
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|   UINT num_feature_levels = sizeof(feature_levels) / sizeof(feature_levels[0]);
 | |
| 
 | |
|   ID3D11Device* pdev = nullptr;
 | |
|   ID3D11DeviceContext* pctx = nullptr;
 | |
| 
 | |
|   D3D_FEATURE_LEVEL selected_level;
 | |
|   HRESULT hr = D3D11CreateDevice(
 | |
|       nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, feature_levels,
 | |
|       num_feature_levels, D3D11_SDK_VERSION, &pdev, &selected_level, &pctx);
 | |
| 
 | |
|   if (hr == E_INVALIDARG) {
 | |
|     // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1
 | |
|     // so we need to retry without it.
 | |
|     hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags,
 | |
|                            &feature_levels[1], num_feature_levels - 1,
 | |
|                            D3D11_SDK_VERSION, &pdev, &selected_level, &pctx);
 | |
|   }
 | |
| 
 | |
|   if (SUCCEEDED(hr)) {
 | |
|     const auto dev = std::make_shared<Device>(pdev, pctx);
 | |
| 
 | |
|     LOG(INFO) << "d3d11: Selected adapter " << dev->adapter_name()
 | |
|               << " and feature level 0x" << std::setw(4) << std::hex
 | |
|               << selected_level;
 | |
| 
 | |
|     return dev;
 | |
|   }
 | |
| 
 | |
|   return nullptr;
 | |
| }
 | |
| 
 | |
| std::string Device::adapter_name() const {
 | |
|   IDXGIDevice* dxgi_dev = nullptr;
 | |
|   auto hr = device_->QueryInterface(__uuidof(dxgi_dev), (void**)&dxgi_dev);
 | |
|   if (SUCCEEDED(hr)) {
 | |
|     IDXGIAdapter* dxgi_adapt = nullptr;
 | |
|     hr = dxgi_dev->GetAdapter(&dxgi_adapt);
 | |
|     dxgi_dev->Release();
 | |
|     if (SUCCEEDED(hr)) {
 | |
|       DXGI_ADAPTER_DESC desc;
 | |
|       hr = dxgi_adapt->GetDesc(&desc);
 | |
|       dxgi_adapt->Release();
 | |
|       if (SUCCEEDED(hr)) {
 | |
|         return CefString(desc.Description);
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return "n/a";
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Context> Device::immedidate_context() {
 | |
|   return ctx_;
 | |
| }
 | |
| 
 | |
| std::shared_ptr<SwapChain> Device::create_swapchain(HWND window,
 | |
|                                                     int width,
 | |
|                                                     int height) {
 | |
|   HRESULT hr;
 | |
|   IDXGIFactory1* dxgi_factory = nullptr;
 | |
| 
 | |
|   // Default size to the window size unless specified.
 | |
|   RECT rc_bounds;
 | |
|   GetClientRect(window, &rc_bounds);
 | |
|   if (width <= 0) {
 | |
|     width = rc_bounds.right - rc_bounds.left;
 | |
|   }
 | |
|   if (height <= 0) {
 | |
|     height = rc_bounds.bottom - rc_bounds.top;
 | |
|   }
 | |
| 
 | |
|   {
 | |
|     IDXGIDevice* dxgi_dev = nullptr;
 | |
|     hr = device_->QueryInterface(__uuidof(IDXGIDevice),
 | |
|                                  reinterpret_cast<void**>(&dxgi_dev));
 | |
|     if (FAILED(hr)) {
 | |
|       return nullptr;
 | |
|     }
 | |
| 
 | |
|     IDXGIAdapter* adapter = nullptr;
 | |
|     hr = dxgi_dev->GetAdapter(&adapter);
 | |
|     dxgi_dev->Release();
 | |
|     if (FAILED(hr)) {
 | |
|       return nullptr;
 | |
|     }
 | |
| 
 | |
|     hr = adapter->GetParent(__uuidof(IDXGIFactory1),
 | |
|                             reinterpret_cast<void**>(&dxgi_factory));
 | |
|     adapter->Release();
 | |
|   }
 | |
| 
 | |
|   if (!dxgi_factory) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   IDXGISwapChain* swapchain = nullptr;
 | |
| 
 | |
|   // Create swap chain.
 | |
|   IDXGIFactory2* dxgi_factory2 = nullptr;
 | |
|   hr = dxgi_factory->QueryInterface(__uuidof(IDXGIFactory2),
 | |
|                                     reinterpret_cast<void**>(&dxgi_factory2));
 | |
|   if (dxgi_factory2) {
 | |
|     DXGI_SWAP_CHAIN_DESC1 sd;
 | |
|     ZeroMemory(&sd, sizeof(sd));
 | |
|     sd.Width = width;
 | |
|     sd.Height = height;
 | |
|     sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | |
|     sd.SampleDesc.Count = 1;
 | |
|     sd.SampleDesc.Quality = 0;
 | |
|     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
 | |
|     sd.BufferCount = 1;
 | |
| 
 | |
|     IDXGISwapChain1* swapchain1 = nullptr;
 | |
|     hr = dxgi_factory2->CreateSwapChainForHwnd(device_.get(), window, &sd,
 | |
|                                                nullptr, nullptr, &swapchain1);
 | |
|     if (SUCCEEDED(hr)) {
 | |
|       hr = swapchain1->QueryInterface(__uuidof(IDXGISwapChain),
 | |
|                                       reinterpret_cast<void**>(&swapchain));
 | |
|       swapchain1->Release();
 | |
|     }
 | |
| 
 | |
|     dxgi_factory2->Release();
 | |
|   } else {
 | |
|     // DirectX 11.0 systems.
 | |
|     DXGI_SWAP_CHAIN_DESC sd;
 | |
|     ZeroMemory(&sd, sizeof(sd));
 | |
|     sd.BufferCount = 1;
 | |
|     sd.BufferDesc.Width = width;
 | |
|     sd.BufferDesc.Height = height;
 | |
|     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | |
|     sd.BufferDesc.RefreshRate.Numerator = 60;
 | |
|     sd.BufferDesc.RefreshRate.Denominator = 1;
 | |
|     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
 | |
|     sd.OutputWindow = window;
 | |
|     sd.SampleDesc.Count = 1;
 | |
|     sd.SampleDesc.Quality = 0;
 | |
|     sd.Windowed = TRUE;
 | |
| 
 | |
|     hr = dxgi_factory->CreateSwapChain(device_.get(), &sd, &swapchain);
 | |
|   }
 | |
| 
 | |
|   // We don't handle full-screen swapchains so we block the ALT+ENTER shortcut.
 | |
|   dxgi_factory->MakeWindowAssociation(window, DXGI_MWA_NO_ALT_ENTER);
 | |
|   dxgi_factory->Release();
 | |
| 
 | |
|   if (!swapchain) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   ID3D11Texture2D* back_buffer = nullptr;
 | |
|   hr = swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D),
 | |
|                             reinterpret_cast<void**>(&back_buffer));
 | |
|   if (FAILED(hr)) {
 | |
|     swapchain->Release();
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   ID3D11RenderTargetView* rtv = nullptr;
 | |
|   hr = device_->CreateRenderTargetView(back_buffer, nullptr, &rtv);
 | |
|   back_buffer->Release();
 | |
|   if (FAILED(hr)) {
 | |
|     swapchain->Release();
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   const auto ctx = (ID3D11DeviceContext*)(*ctx_);
 | |
| 
 | |
|   ctx->OMSetRenderTargets(1, &rtv, nullptr);
 | |
| 
 | |
|   // Setup the viewport.
 | |
|   D3D11_VIEWPORT vp;
 | |
|   vp.Width = (FLOAT)width;
 | |
|   vp.Height = (FLOAT)height;
 | |
|   vp.MinDepth = 0.0f;
 | |
|   vp.MaxDepth = 1.0f;
 | |
|   vp.TopLeftX = 0;
 | |
|   vp.TopLeftY = 0;
 | |
|   ctx->RSSetViewports(1, &vp);
 | |
| 
 | |
|   // Create a default sampler to use.
 | |
|   ID3D11SamplerState* sampler = nullptr;
 | |
|   {
 | |
|     D3D11_SAMPLER_DESC desc = {};
 | |
|     desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
 | |
|     desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
 | |
|     desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
 | |
|     desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
 | |
|     desc.MinLOD = 0.0f;
 | |
|     desc.MaxLOD = D3D11_FLOAT32_MAX;
 | |
|     desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
 | |
|     device_->CreateSamplerState(&desc, &sampler);
 | |
|   }
 | |
| 
 | |
|   // Create a default blend state to use (pre-multiplied alpha).
 | |
|   ID3D11BlendState* blender = nullptr;
 | |
|   {
 | |
|     D3D11_BLEND_DESC desc;
 | |
|     desc.AlphaToCoverageEnable = FALSE;
 | |
|     desc.IndependentBlendEnable = FALSE;
 | |
|     const auto count = sizeof(desc.RenderTarget) / sizeof(desc.RenderTarget[0]);
 | |
|     for (size_t n = 0; n < count; ++n) {
 | |
|       desc.RenderTarget[n].BlendEnable = TRUE;
 | |
|       desc.RenderTarget[n].SrcBlend = D3D11_BLEND_ONE;
 | |
|       desc.RenderTarget[n].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
 | |
|       desc.RenderTarget[n].SrcBlendAlpha = D3D11_BLEND_ONE;
 | |
|       desc.RenderTarget[n].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
 | |
|       desc.RenderTarget[n].BlendOp = D3D11_BLEND_OP_ADD;
 | |
|       desc.RenderTarget[n].BlendOpAlpha = D3D11_BLEND_OP_ADD;
 | |
|       desc.RenderTarget[n].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
 | |
|     }
 | |
|     device_->CreateBlendState(&desc, &blender);
 | |
|   }
 | |
| 
 | |
|   return std::make_shared<SwapChain>(swapchain, rtv, sampler, blender);
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Geometry> Device::create_quad(float x,
 | |
|                                               float y,
 | |
|                                               float width,
 | |
|                                               float height,
 | |
|                                               bool flip) {
 | |
|   x = (x * 2.0f) - 1.0f;
 | |
|   y = 1.0f - (y * 2.0f);
 | |
|   width = width * 2.0f;
 | |
|   height = height * 2.0f;
 | |
|   float z = 1.0f;
 | |
| 
 | |
|   SimpleVertex vertices[] = {
 | |
| 
 | |
|       {DirectX::XMFLOAT3(x, y, z), DirectX::XMFLOAT2(0.0f, 0.0f)},
 | |
|       {DirectX::XMFLOAT3(x + width, y, z), DirectX::XMFLOAT2(1.0f, 0.0f)},
 | |
|       {DirectX::XMFLOAT3(x, y - height, z), DirectX::XMFLOAT2(0.0f, 1.0f)},
 | |
|       {DirectX::XMFLOAT3(x + width, y - height, z),
 | |
|        DirectX::XMFLOAT2(1.0f, 1.0f)}};
 | |
| 
 | |
|   if (flip) {
 | |
|     DirectX::XMFLOAT2 tmp(vertices[2].tex);
 | |
|     vertices[2].tex = vertices[0].tex;
 | |
|     vertices[0].tex = tmp;
 | |
| 
 | |
|     tmp = vertices[3].tex;
 | |
|     vertices[3].tex = vertices[1].tex;
 | |
|     vertices[1].tex = tmp;
 | |
|   }
 | |
| 
 | |
|   D3D11_BUFFER_DESC desc = {};
 | |
|   desc.Usage = D3D11_USAGE_DEFAULT;
 | |
|   desc.ByteWidth = sizeof(SimpleVertex) * 4;
 | |
|   desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
 | |
|   desc.CPUAccessFlags = 0;
 | |
| 
 | |
|   D3D11_SUBRESOURCE_DATA srd = {};
 | |
|   srd.pSysMem = vertices;
 | |
| 
 | |
|   ID3D11Buffer* buffer = nullptr;
 | |
|   const auto hr = device_->CreateBuffer(&desc, &srd, &buffer);
 | |
|   if (SUCCEEDED(hr)) {
 | |
|     return std::make_shared<Geometry>(
 | |
|         D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 4,
 | |
|         static_cast<uint32_t>(sizeof(SimpleVertex)), buffer);
 | |
|   }
 | |
| 
 | |
|   return nullptr;
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Texture2D> Device::open_shared_texture(void* handle) {
 | |
|   ID3D11Texture2D* tex = nullptr;
 | |
|   auto hr = device_->OpenSharedResource(handle, __uuidof(ID3D11Texture2D),
 | |
|                                         (void**)(&tex));
 | |
|   if (FAILED(hr)) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   D3D11_TEXTURE2D_DESC td;
 | |
|   tex->GetDesc(&td);
 | |
| 
 | |
|   ID3D11ShaderResourceView* srv = nullptr;
 | |
| 
 | |
|   if (td.BindFlags & D3D11_BIND_SHADER_RESOURCE) {
 | |
|     D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
 | |
|     srv_desc.Format = td.Format;
 | |
|     srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
 | |
|     srv_desc.Texture2D.MostDetailedMip = 0;
 | |
|     srv_desc.Texture2D.MipLevels = 1;
 | |
| 
 | |
|     hr = device_->CreateShaderResourceView(tex, &srv_desc, &srv);
 | |
|     if (FAILED(hr)) {
 | |
|       tex->Release();
 | |
|       return nullptr;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return std::make_shared<Texture2D>(tex, srv);
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Texture2D> Device::create_texture(int width,
 | |
|                                                   int height,
 | |
|                                                   DXGI_FORMAT format,
 | |
|                                                   const void* data,
 | |
|                                                   size_t row_stride) {
 | |
|   D3D11_TEXTURE2D_DESC td;
 | |
|   td.ArraySize = 1;
 | |
|   td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
 | |
|   td.CPUAccessFlags = 0;
 | |
|   td.Format = format;
 | |
|   td.Width = width;
 | |
|   td.Height = height;
 | |
|   td.MipLevels = 1;
 | |
|   td.MiscFlags = 0;
 | |
|   td.SampleDesc.Count = 1;
 | |
|   td.SampleDesc.Quality = 0;
 | |
|   td.Usage = D3D11_USAGE_DEFAULT;
 | |
| 
 | |
|   D3D11_SUBRESOURCE_DATA srd;
 | |
|   srd.pSysMem = data;
 | |
|   srd.SysMemPitch = static_cast<uint32_t>(row_stride);
 | |
|   srd.SysMemSlicePitch = 0;
 | |
| 
 | |
|   ID3D11Texture2D* tex = nullptr;
 | |
|   auto hr = device_->CreateTexture2D(&td, data ? &srd : nullptr, &tex);
 | |
|   if (FAILED(hr)) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
 | |
|   srv_desc.Format = td.Format;
 | |
|   srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
 | |
|   srv_desc.Texture2D.MostDetailedMip = 0;
 | |
|   srv_desc.Texture2D.MipLevels = 1;
 | |
| 
 | |
|   ID3D11ShaderResourceView* srv = nullptr;
 | |
|   hr = device_->CreateShaderResourceView(tex, &srv_desc, &srv);
 | |
|   if (FAILED(hr)) {
 | |
|     tex->Release();
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   return std::make_shared<Texture2D>(tex, srv);
 | |
| }
 | |
| 
 | |
| std::shared_ptr<ID3DBlob> Device::compile_shader(const std::string& source_code,
 | |
|                                                  const std::string& entry_point,
 | |
|                                                  const std::string& model) {
 | |
|   if (!lib_compiler_) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   typedef HRESULT(WINAPI * PFN_D3DCOMPILE)(
 | |
|       LPCVOID, SIZE_T, LPCSTR, const D3D_SHADER_MACRO*, ID3DInclude*, LPCSTR,
 | |
|       LPCSTR, UINT, UINT, ID3DBlob**, ID3DBlob**);
 | |
| 
 | |
|   const auto fnc_compile = reinterpret_cast<PFN_D3DCOMPILE>(
 | |
|       GetProcAddress(lib_compiler_, "D3DCompile"));
 | |
|   if (!fnc_compile) {
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   DWORD flags = D3DCOMPILE_ENABLE_STRICTNESS;
 | |
| 
 | |
| #if defined(NDEBUG)
 | |
| // flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
 | |
| // flags |= D3DCOMPILE_AVOID_FLOW_CONTROL;
 | |
| #else
 | |
|   flags |= D3DCOMPILE_DEBUG;
 | |
|   flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
 | |
| #endif
 | |
| 
 | |
|   ID3DBlob* blob = nullptr;
 | |
|   ID3DBlob* blob_err = nullptr;
 | |
| 
 | |
|   const auto psrc = source_code.c_str();
 | |
|   const auto len = source_code.size() + 1;
 | |
| 
 | |
|   const auto hr =
 | |
|       fnc_compile(psrc, len, nullptr, nullptr, nullptr, entry_point.c_str(),
 | |
|                   model.c_str(), flags, 0, &blob, &blob_err);
 | |
| 
 | |
|   if (FAILED(hr)) {
 | |
|     if (blob_err) {
 | |
|       // TODO: Log the error.
 | |
|       blob_err->Release();
 | |
|     }
 | |
|     return nullptr;
 | |
|   }
 | |
| 
 | |
|   if (blob_err) {
 | |
|     blob_err->Release();
 | |
|   }
 | |
| 
 | |
|   return std::shared_ptr<ID3DBlob>(blob, [](ID3DBlob* p) {
 | |
|     if (p)
 | |
|       p->Release();
 | |
|   });
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Effect> Device::create_default_effect() {
 | |
|   const auto vsh =
 | |
|       R"--(struct VS_INPUT
 | |
| {
 | |
| 	float4 pos : POSITION;
 | |
| 	float2 tex : TEXCOORD0;
 | |
| };
 | |
| 
 | |
| struct VS_OUTPUT
 | |
| {
 | |
| 	float4 pos : SV_POSITION;
 | |
| 	float2 tex : TEXCOORD0;
 | |
| };
 | |
| 
 | |
| VS_OUTPUT main(VS_INPUT input)
 | |
| {
 | |
| 	VS_OUTPUT output;
 | |
| 	output.pos = input.pos;
 | |
| 	output.tex = input.tex;
 | |
| 	return output;
 | |
| })--";
 | |
| 
 | |
|   const auto psh =
 | |
|       R"--(Texture2D tex0 : register(t0);
 | |
| SamplerState samp0 : register(s0);
 | |
| 
 | |
| struct VS_OUTPUT
 | |
| {
 | |
| 	float4 pos : SV_POSITION;
 | |
| 	float2 tex : TEXCOORD0;
 | |
| };
 | |
| 
 | |
| float4 main(VS_OUTPUT input) : SV_Target
 | |
| {
 | |
| 	return tex0.Sample(samp0, input.tex);
 | |
| })--";
 | |
| 
 | |
|   return create_effect(vsh, "main", "vs_4_0", psh, "main", "ps_4_0");
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Effect> Device::create_effect(const std::string& vertex_code,
 | |
|                                               const std::string& vertex_entry,
 | |
|                                               const std::string& vertex_model,
 | |
|                                               const std::string& pixel_code,
 | |
|                                               const std::string& pixel_entry,
 | |
|                                               const std::string& pixel_model) {
 | |
|   const auto vs_blob = compile_shader(vertex_code, vertex_entry, vertex_model);
 | |
| 
 | |
|   ID3D11VertexShader* vshdr = nullptr;
 | |
|   ID3D11InputLayout* layout = nullptr;
 | |
| 
 | |
|   if (vs_blob) {
 | |
|     device_->CreateVertexShader(vs_blob->GetBufferPointer(),
 | |
|                                 vs_blob->GetBufferSize(), nullptr, &vshdr);
 | |
| 
 | |
|     D3D11_INPUT_ELEMENT_DESC layout_desc[] = {
 | |
|         {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
 | |
|          D3D11_INPUT_PER_VERTEX_DATA, 0},
 | |
|         {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,
 | |
|          D3D11_INPUT_PER_VERTEX_DATA, 0},
 | |
|     };
 | |
| 
 | |
|     UINT elements = ARRAYSIZE(layout_desc);
 | |
| 
 | |
|     // Create the input layout.
 | |
|     device_->CreateInputLayout(layout_desc, elements,
 | |
|                                vs_blob->GetBufferPointer(),
 | |
|                                vs_blob->GetBufferSize(), &layout);
 | |
|   }
 | |
| 
 | |
|   const auto ps_blob = compile_shader(pixel_code, pixel_entry, pixel_model);
 | |
|   ID3D11PixelShader* pshdr = nullptr;
 | |
|   if (ps_blob) {
 | |
|     device_->CreatePixelShader(ps_blob->GetBufferPointer(),
 | |
|                                ps_blob->GetBufferSize(), nullptr, &pshdr);
 | |
|   }
 | |
| 
 | |
|   return std::make_shared<Effect>(vshdr, pshdr, layout);
 | |
| }
 | |
| 
 | |
| Layer::Layer(const std::shared_ptr<Device>& device, bool flip)
 | |
|     : device_(device), flip_(flip) {
 | |
|   bounds_.x = bounds_.y = bounds_.width = bounds_.height = 0.0f;
 | |
| }
 | |
| 
 | |
| Layer::~Layer() {}
 | |
| 
 | |
| void Layer::attach(const std::shared_ptr<Composition>& parent) {
 | |
|   composition_ = parent;
 | |
| }
 | |
| 
 | |
| std::shared_ptr<Composition> Layer::composition() const {
 | |
|   return composition_.lock();
 | |
| }
 | |
| 
 | |
| Rect Layer::bounds() const {
 | |
|   return bounds_;
 | |
| }
 | |
| 
 | |
| void Layer::move(float x, float y, float width, float height) {
 | |
|   bounds_.x = x;
 | |
|   bounds_.y = y;
 | |
|   bounds_.width = width;
 | |
|   bounds_.height = height;
 | |
| 
 | |
|   // It's not efficient to create the quad everytime we move, but for now we're
 | |
|   // just trying to get something on-screen.
 | |
|   geometry_.reset();
 | |
| }
 | |
| 
 | |
| void Layer::tick(double) {
 | |
|   // Nothing to update in the base class.
 | |
| }
 | |
| 
 | |
| void Layer::render_texture(const std::shared_ptr<Context>& ctx,
 | |
|                            const std::shared_ptr<Texture2D>& texture) {
 | |
|   if (!geometry_) {
 | |
|     geometry_ = device_->create_quad(bounds_.x, bounds_.y, bounds_.width,
 | |
|                                      bounds_.height, flip_);
 | |
|   }
 | |
| 
 | |
|   if (geometry_ && texture) {
 | |
|     // We need a shader.
 | |
|     if (!effect_) {
 | |
|       effect_ = device_->create_default_effect();
 | |
|     }
 | |
| 
 | |
|     // Bind our states/resource to the pipeline.
 | |
|     ScopedBinder<Geometry> quad_binder(ctx, geometry_);
 | |
|     ScopedBinder<Effect> fx_binder(ctx, effect_);
 | |
|     ScopedBinder<Texture2D> tex_binder(ctx, texture);
 | |
| 
 | |
|     // Draw the quad.
 | |
|     geometry_->draw();
 | |
|   }
 | |
| }
 | |
| 
 | |
| Composition::Composition(const std::shared_ptr<Device>& device,
 | |
|                          int width,
 | |
|                          int height)
 | |
|     : width_(width), height_(height), vsync_(true), device_(device) {
 | |
|   fps_ = 0.0;
 | |
|   time_ = 0.0;
 | |
|   frame_ = 0;
 | |
|   fps_start_ = GetTimeNow();
 | |
| }
 | |
| 
 | |
| bool Composition::is_vsync() const {
 | |
|   return vsync_;
 | |
| }
 | |
| 
 | |
| double Composition::time() const {
 | |
|   return time_;
 | |
| }
 | |
| 
 | |
| double Composition::fps() const {
 | |
|   return fps_;
 | |
| }
 | |
| 
 | |
| void Composition::add_layer(const std::shared_ptr<Layer>& layer) {
 | |
|   if (layer) {
 | |
|     layers_.push_back(layer);
 | |
| 
 | |
|     // Attach ourselves as the parent.
 | |
|     layer->attach(shared_from_this());
 | |
|   }
 | |
| }
 | |
| 
 | |
| bool Composition::remove_layer(const std::shared_ptr<Layer>& layer) {
 | |
|   size_t match = 0;
 | |
|   if (layer) {
 | |
|     for (auto i = layers_.begin(); i != layers_.end();) {
 | |
|       if ((*i).get() == layer.get()) {
 | |
|         i = layers_.erase(i);
 | |
|         match++;
 | |
|       } else {
 | |
|         i++;
 | |
|       }
 | |
|     }
 | |
|   }
 | |
|   return (match > 0);
 | |
| }
 | |
| 
 | |
| void Composition::resize(bool vsync, int width, int height) {
 | |
|   vsync_ = vsync;
 | |
|   width_ = width;
 | |
|   height_ = height;
 | |
| }
 | |
| 
 | |
| void Composition::tick(double t) {
 | |
|   time_ = t;
 | |
|   for (const auto& layer : layers_) {
 | |
|     layer->tick(t);
 | |
|   }
 | |
| }
 | |
| 
 | |
| void Composition::render(const std::shared_ptr<Context>& ctx) {
 | |
|   // Use painter's algorithm and render our layers in order (not doing any dept
 | |
|   // or 3D here).
 | |
|   for (const auto& layer : layers_) {
 | |
|     layer->render(ctx);
 | |
|   }
 | |
| 
 | |
|   frame_++;
 | |
|   const auto now = GetTimeNow();
 | |
|   if ((now - fps_start_) > 1000000) {
 | |
|     fps_ = frame_ / double((now - fps_start_) / 1000000.0);
 | |
|     frame_ = 0;
 | |
|     fps_start_ = now;
 | |
|   }
 | |
| }
 | |
| 
 | |
| FrameBuffer::FrameBuffer(const std::shared_ptr<Device>& device)
 | |
|     : device_(device) {}
 | |
| 
 | |
| void FrameBuffer::on_paint(void* shared_handle) {
 | |
|   // Did the shared texture change?
 | |
|   if (shared_buffer_ && shared_handle != shared_buffer_->share_handle()) {
 | |
|     shared_buffer_.reset();
 | |
|   }
 | |
| 
 | |
|   // Open the shared texture.
 | |
|   if (!shared_buffer_) {
 | |
|     shared_buffer_ = device_->open_shared_texture((void*)shared_handle);
 | |
|     if (!shared_buffer_) {
 | |
|       LOG(ERROR) << "d3d11: Could not open shared texture!";
 | |
|     }
 | |
|   }
 | |
| }
 | |
| 
 | |
| }  // namespace d3d11
 | |
| }  // namespace client
 |