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dxvk/src/d3d11/d3d11_present.cpp

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#include "d3d11_device.h"
#include "d3d11_context_imm.h"
#include "d3d11_present.h"
namespace dxvk {
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HRESULT STDMETHODCALLTYPE D3D11VkBackBuffer::QueryInterface(REFIID riid, void** ppvObject) {
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return m_texture->QueryInterface(riid, ppvObject);
}
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Rc<DxvkImage> D3D11VkBackBuffer::GetDXVKImage() {
return m_texture->GetCommonTexture()->GetImage();
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}
D3D11Presenter:: D3D11Presenter(
IDXGIObject* pContainer,
ID3D11Device* pDevice)
: m_container(pContainer), m_device(pDevice) {
}
D3D11Presenter::~D3D11Presenter() {
}
ULONG STDMETHODCALLTYPE D3D11Presenter::AddRef() {
return m_container->AddRef();
}
ULONG STDMETHODCALLTYPE D3D11Presenter::Release() {
return m_container->Release();
}
HRESULT STDMETHODCALLTYPE D3D11Presenter::QueryInterface(REFIID riid, void** ppvObject) {
return m_container->QueryInterface(riid, ppvObject);
}
HRESULT STDMETHODCALLTYPE D3D11Presenter::CreateSwapChainBackBuffer(
const DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
IDXGIVkBackBuffer** ppInterface) {
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pSwapChainDesc->BufferDesc.Width;
desc.Height = pSwapChainDesc->BufferDesc.Height;
desc.Depth = 1;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = pSwapChainDesc->BufferDesc.Format;
desc.SampleDesc = pSwapChainDesc->SampleDesc;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET
| D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
if (pSwapChainDesc->BufferUsage & DXGI_USAGE_UNORDERED_ACCESS)
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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try {
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*ppInterface = ref(new D3D11VkBackBuffer(
new D3D11Texture2D(static_cast<D3D11Device*>(m_device), &desc)));
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return S_OK;
} catch (const DxvkError& e) {
Logger::err(e.message());
return E_FAIL;
}
}
HRESULT STDMETHODCALLTYPE D3D11Presenter::FlushRenderingCommands() {
Com<ID3D11DeviceContext> deviceContext = nullptr;
m_device->GetImmediateContext(&deviceContext);
// The presentation code is run from the main rendering thread
// rather than the command stream thread, so we synchronize.
auto immediateContext = static_cast<D3D11ImmediateContext*>(deviceContext.ptr());
immediateContext->Flush();
immediateContext->SynchronizeCsThread();
return S_OK;
}
HRESULT STDMETHODCALLTYPE D3D11Presenter::GetDevice(REFGUID riid, void** ppvDevice) {
return m_device->QueryInterface(riid, ppvDevice);
}
}