#include "cru/win/native/window_render_target.hpp" #include "cru/win/graph/direct/direct_factory.hpp" #include "cru/win/graph/direct/exception.hpp" #include "dpi_util.hpp" #include namespace cru::platform::native::win { using namespace cru::platform::graph::win::direct; WindowRenderTarget::WindowRenderTarget(IDirectFactory* factory, HWND hwnd) { this->factory_ = factory; const auto d3d11_device = factory->GetD3D11Device(); const auto dxgi_factory = factory->GetDxgiFactory(); // Allocate a descriptor. DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {0}; 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.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 WindowRenderTarget::ResizeBuffer(const int width, const int height) { const auto factory = factory_; const auto d2d1_device_context = factory->GetD2D1DeviceContext(); Microsoft::WRL::ComPtr old_target; d2d1_device_context->GetTarget(&old_target); const auto target_this = old_target == this->target_bitmap_; if (target_this) d2d1_device_context->SetTarget(nullptr); old_target = nullptr; target_bitmap_ = nullptr; ThrowIfFailed(dxgi_swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0)); CreateTargetBitmap(); if (target_this) d2d1_device_context->SetTarget(target_bitmap_.Get()); } void WindowRenderTarget::SetAsTarget() { factory_->GetD2D1DeviceContext()->SetTarget(target_bitmap_.Get()); } void WindowRenderTarget::Present() { ThrowIfFailed(dxgi_swap_chain_->Present(1, 0)); } void WindowRenderTarget::CreateTargetBitmap() { assert(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))); const auto dpi = GetDpi(); 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(factory_->GetD2D1DeviceContext()->CreateBitmapFromDxgiSurface( dxgi_back_buffer.Get(), &bitmap_properties, &target_bitmap_)); } } // namespace cru::platform::native::win