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https://github.com/Ryujinx/SDL.git
synced 2024-12-25 09:05:28 +00:00
Fixed creating the rendering context on a specific device
This commit is contained in:
parent
9aa5b1d457
commit
3df586cef5
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@ -44,7 +44,7 @@ using namespace Windows::Graphics::Display;
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#include <d3d11_1.h>
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#define SAFE_RELEASE(X) if ( (X) ) { IUnknown_Release( SDL_static_cast(IUnknown*, X ) ); X = NULL; }
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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typedef struct
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{
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@ -120,7 +120,10 @@ typedef struct
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/* Private renderer data */
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typedef struct
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{
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void *hDXGIMod;
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void *hD3D11Mod;
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IDXGIFactory2 *dxgiFactory;
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IDXGIAdapter *dxgiAdapter;
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ID3D11Device1 *d3dDevice;
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ID3D11DeviceContext1 *d3dContext;
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IDXGISwapChain1 *swapChain;
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@ -985,6 +988,8 @@ D3D11_DestroyRenderer(SDL_Renderer * renderer)
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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if (data) {
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SAFE_RELEASE(data->dxgiFactory);
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SAFE_RELEASE(data->dxgiAdapter);
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SAFE_RELEASE(data->d3dDevice);
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SAFE_RELEASE(data->d3dContext);
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SAFE_RELEASE(data->swapChain);
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@ -1008,6 +1013,9 @@ D3D11_DestroyRenderer(SDL_Renderer * renderer)
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if (data->hD3D11Mod) {
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SDL_UnloadObject(data->hD3D11Mod);
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}
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if (data->hDXGIMod) {
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SDL_UnloadObject(data->hDXGIMod);
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}
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SDL_free(data);
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}
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SDL_free(renderer);
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@ -1050,15 +1058,32 @@ D3D11_CreateBlendMode(SDL_Renderer * renderer,
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static HRESULT
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D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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{
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typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
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PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
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IDXGIAdapter *d3dAdapter = NULL;
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ID3D11Device *d3dDevice = NULL;
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ID3D11DeviceContext *d3dContext = NULL;
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IDXGIDevice1 *dxgiDevice = NULL;
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HRESULT result = S_OK;
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#ifdef __WINRT__
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CreateDXGIFactoryFunc = CreateDXGIFactory;
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D3D11CreateDeviceFunc = D3D11CreateDevice;
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#else
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data->hDXGIMod = SDL_LoadObject("dxgi.dll");
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if (!data->hDXGIMod) {
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result = E_FAIL;
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goto done;
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}
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CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
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if (!CreateDXGIFactoryFunc) {
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result = E_FAIL;
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goto done;
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}
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data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
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if (!data->hD3D11Mod) {
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result = E_FAIL;
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@ -1072,6 +1097,19 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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}
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#endif /* __WINRT__ */
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result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory", result);
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goto done;
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}
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/* FIXME: Should we use the default adapter? */
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result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", D3D11CreateDevice", result);
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goto done;
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}
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/* This flag adds support for surfaces with a different color channel ordering
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* than the API default. It is required for compatibility with Direct2D.
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*/
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@ -1101,8 +1139,8 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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/* Create the Direct3D 11 API device object and a corresponding context. */
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result = D3D11CreateDeviceFunc(
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NULL, /* Specify NULL to use the default adapter */
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D3D_DRIVER_TYPE_HARDWARE,
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data->dxgiAdapter,
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D3D_DRIVER_TYPE_UNKNOWN,
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NULL,
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creationFlags, /* Set set debug and Direct2D compatibility flags. */
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featureLevels, /* List of feature levels this app can support. */
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@ -1129,6 +1167,21 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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goto done;
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}
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result = ID3D11Device_QueryInterface(d3dDevice, &IID_IDXGIDevice1, &dxgiDevice);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice1", result);
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goto done;
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}
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/* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
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* ensures that the application will only render after each VSync, minimizing power consumption.
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*/
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result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
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goto done;
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}
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/* Make note of the maximum texture size
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* Max texture sizes are documented on MSDN, at:
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* http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
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@ -1346,6 +1399,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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done:
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SAFE_RELEASE(d3dDevice);
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SAFE_RELEASE(d3dContext);
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SAFE_RELEASE(dxgiDevice);
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return result;
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}
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@ -1360,13 +1414,13 @@ static IUnknown *
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D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
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{
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SDL_Window * sdlWindow = renderer->window;
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if ( ! renderer->window ) {
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if (!renderer->window) {
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return NULL;
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}
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SDL_SysWMinfo sdlWindowInfo;
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SDL_VERSION(&sdlWindowInfo.version);
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if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
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if (!SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo)) {
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return NULL;
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}
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@ -1490,9 +1544,6 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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IUnknown *coreWindow = NULL;
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const BOOL usingXAML = FALSE;
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#endif
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IDXGIDevice1 *dxgiDevice = NULL;
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IDXGIAdapter *dxgiAdapter = NULL;
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IDXGIFactory2 *dxgiFactory = NULL;
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HRESULT result = S_OK;
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/* Create a swap chain using the same adapter as the existing Direct3D device. */
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@ -1519,26 +1570,8 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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#endif
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swapChainDesc.Flags = 0;
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result = ID3D11Device_QueryInterface(data->d3dDevice, &IID_IDXGIDevice1, &dxgiDevice);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice1", result);
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goto done;
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}
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result = IDXGIDevice1_GetAdapter(dxgiDevice, &dxgiAdapter);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::GetAdapter", result);
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goto done;
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}
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result = IDXGIAdapter_GetParent(dxgiAdapter, &IID_IDXGIFactory2, &dxgiFactory);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter::GetParent", result);
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goto done;
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}
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if (coreWindow) {
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result = IDXGIFactory2_CreateSwapChainForCoreWindow(dxgiFactory,
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result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
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(IUnknown *)data->d3dDevice,
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coreWindow,
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&swapChainDesc,
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@ -1550,7 +1583,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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goto done;
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}
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} else if (usingXAML) {
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result = IDXGIFactory2_CreateSwapChainForComposition(dxgiFactory,
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result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
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(IUnknown *)data->d3dDevice,
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&swapChainDesc,
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NULL,
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@ -1564,7 +1597,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
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return result;
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goto done;
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}
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#else
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SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
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@ -1576,7 +1609,7 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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SDL_VERSION(&windowinfo.version);
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SDL_GetWindowWMInfo(renderer->window, &windowinfo);
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result = IDXGIFactory2_CreateSwapChainForHwnd(dxgiFactory,
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result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
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(IUnknown *)data->d3dDevice,
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windowinfo.info.win.window,
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&swapChainDesc,
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@ -1591,20 +1624,8 @@ D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
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}
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data->swapEffect = swapChainDesc.SwapEffect;
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/* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
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* ensures that the application will only render after each VSync, minimizing power consumption.
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*/
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result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIDevice1::SetMaximumFrameLatency", result);
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goto done;
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}
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done:
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SAFE_RELEASE(coreWindow);
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SAFE_RELEASE(dxgiDevice);
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SAFE_RELEASE(dxgiAdapter);
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SAFE_RELEASE(dxgiFactory);
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return result;
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}
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