#include "cru/platform/graphics/direct2d/WindowRenderTarget.h" #include "cru/platform/graphics/direct2d/Exception.h" #include "cru/platform/graphics/direct2d/Factory.h" namespace cru::platform::graphics::direct2d { D2DWindowRenderTarget::D2DWindowRenderTarget( gsl::not_null factory, HWND hwnd) : factory_(factory), hwnd_(hwnd) { const auto d3d11_device = factory->GetD3D11Device(); const auto dxgi_factory = factory->GetDxgiFactory(); d2d1_device_context_ = factory->CreateD2D1DeviceContext(); d2d1_device_context_->SetUnitMode(D2D1_UNIT_MODE_DIPS); // Allocate a descriptor. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc; swap_chain_desc.Width = 0; // use automatic sizing swap_chain_desc.Height = 0; swap_chain_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format swap_chain_desc.Stereo = false; swap_chain_desc.SampleDesc.Count = 1; // don't use multi-sampling swap_chain_desc.SampleDesc.Quality = 0; swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swap_chain_desc.BufferCount = 2; // use double buffering to enable flip swap_chain_desc.Scaling = DXGI_SCALING_NONE; swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // all apps must use this SwapEffect swap_chain_desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; swap_chain_desc.Flags = 0; // Get the final swap chain for this window from the DXGI factory. ThrowIfFailed(dxgi_factory->CreateSwapChainForHwnd( d3d11_device, hwnd, &swap_chain_desc, nullptr, nullptr, &dxgi_swap_chain_)); CreateTargetBitmap(); } void D2DWindowRenderTarget::SetDpi(float x, float y) { d2d1_device_context_->SetDpi(x, y); } void D2DWindowRenderTarget::ResizeBuffer(const int width, const int height) { // In order to resize buffer, we need to untarget the buffer first. d2d1_device_context_->SetTarget(nullptr); target_bitmap_ = nullptr; ThrowIfFailed(dxgi_swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0)); CreateTargetBitmap(); } void D2DWindowRenderTarget::Present() { ThrowIfFailed(dxgi_swap_chain_->Present(1, 0)); } void D2DWindowRenderTarget::CreateTargetBitmap() { Expects(target_bitmap_ == nullptr); // target bitmap must not exist. // Direct2D needs the dxgi version of the backbuffer surface pointer. Microsoft::WRL::ComPtr dxgi_back_buffer; ThrowIfFailed( dxgi_swap_chain_->GetBuffer(0, IID_PPV_ARGS(&dxgi_back_buffer))); float dpi_x, dpi_y; d2d1_device_context_->GetDpi(&dpi_x, &dpi_y); auto bitmap_properties = D2D1::BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE), dpi_x, dpi_y); // Get a D2D surface from the DXGI back buffer to use as the D2D render // target. ThrowIfFailed(d2d1_device_context_->CreateBitmapFromDxgiSurface( dxgi_back_buffer.Get(), &bitmap_properties, &target_bitmap_)); d2d1_device_context_->SetTarget(target_bitmap_.Get()); } } // namespace cru::platform::graphics::direct2d