77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
// Copyright 2019 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D12/SwapChain.h"
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#include "VideoBackends/D3D12/DXContext.h"
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#include "VideoBackends/D3D12/DXTexture.h"
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namespace DX12
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{
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SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory,
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ID3D12CommandQueue* d3d_command_queue)
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: D3DCommon::SwapChain(wsi, dxgi_factory, d3d_command_queue)
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{
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}
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SwapChain::~SwapChain() = default;
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std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<SwapChain> swap_chain = std::make_unique<SwapChain>(
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wsi, g_dx_context->GetDXGIFactory(), g_dx_context->GetCommandQueue());
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if (!swap_chain->CreateSwapChain(WantsStereo()))
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return nullptr;
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return swap_chain;
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}
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bool SwapChain::CreateSwapChainBuffers()
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{
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for (u32 i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
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{
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ComPtr<ID3D12Resource> resource;
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HRESULT hr = m_swap_chain->GetBuffer(i, IID_PPV_ARGS(&resource));
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CHECK(SUCCEEDED(hr), "Get swap chain buffer");
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BufferResources buffer;
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buffer.texture = DXTexture::CreateAdopted(resource.Get());
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CHECK(buffer.texture, "Create swap chain buffer texture");
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if (!buffer.texture)
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return false;
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buffer.framebuffer = DXFramebuffer::Create(buffer.texture.get(), nullptr);
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CHECK(buffer.texture, "Create swap chain buffer framebuffer");
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if (!buffer.framebuffer)
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return false;
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m_buffers.push_back(std::move(buffer));
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}
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m_current_buffer = 0;
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return true;
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}
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void SwapChain::DestroySwapChainBuffers()
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{
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// Swap chain textures must be released before it can be resized, therefore we need to destroy all
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// of them immediately, and not place them onto the deferred desturction queue.
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for (BufferResources& res : m_buffers)
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{
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res.framebuffer.reset();
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res.texture->DestroyResource();
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res.texture.release();
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}
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m_buffers.clear();
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}
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bool SwapChain::Present()
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{
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if (!D3DCommon::SwapChain::Present())
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return false;
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m_current_buffer = (m_current_buffer + 1) % SWAP_CHAIN_BUFFER_COUNT;
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return true;
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}
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} // namespace DX12
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