mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-12-30 21:40:57 +01:00
e149ad4f0a
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
// Copyright 2019 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoBackends/D3D12/D3D12SwapChain.h"
|
|
#include "VideoBackends/D3D12/DX12Context.h"
|
|
#include "VideoBackends/D3D12/DX12Texture.h"
|
|
|
|
namespace DX12
|
|
{
|
|
SwapChain::SwapChain(const WindowSystemInfo& wsi, IDXGIFactory* dxgi_factory,
|
|
ID3D12CommandQueue* d3d_command_queue)
|
|
: D3DCommon::SwapChain(wsi, dxgi_factory, d3d_command_queue)
|
|
{
|
|
}
|
|
|
|
SwapChain::~SwapChain() = default;
|
|
|
|
std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
|
|
{
|
|
std::unique_ptr<SwapChain> swap_chain = std::make_unique<SwapChain>(
|
|
wsi, g_dx_context->GetDXGIFactory(), g_dx_context->GetCommandQueue());
|
|
if (!swap_chain->CreateSwapChain(WantsStereo()))
|
|
return nullptr;
|
|
|
|
return swap_chain;
|
|
}
|
|
|
|
bool SwapChain::CreateSwapChainBuffers()
|
|
{
|
|
for (u32 i = 0; i < SWAP_CHAIN_BUFFER_COUNT; i++)
|
|
{
|
|
ComPtr<ID3D12Resource> resource;
|
|
HRESULT hr = m_swap_chain->GetBuffer(i, IID_PPV_ARGS(&resource));
|
|
CHECK(SUCCEEDED(hr), "Get swap chain buffer");
|
|
|
|
BufferResources buffer;
|
|
buffer.texture = DXTexture::CreateAdopted(resource.Get());
|
|
CHECK(buffer.texture, "Create swap chain buffer texture");
|
|
if (!buffer.texture)
|
|
return false;
|
|
|
|
buffer.framebuffer = DXFramebuffer::Create(buffer.texture.get(), nullptr);
|
|
CHECK(buffer.texture, "Create swap chain buffer framebuffer");
|
|
if (!buffer.framebuffer)
|
|
return false;
|
|
|
|
m_buffers.push_back(std::move(buffer));
|
|
}
|
|
|
|
m_current_buffer = 0;
|
|
return true;
|
|
}
|
|
|
|
void SwapChain::DestroySwapChainBuffers()
|
|
{
|
|
// Swap chain textures must be released before it can be resized, therefore we need to destroy all
|
|
// of them immediately, and not place them onto the deferred desturction queue.
|
|
for (BufferResources& res : m_buffers)
|
|
{
|
|
res.framebuffer.reset();
|
|
res.texture->DestroyResource();
|
|
res.texture.release();
|
|
}
|
|
m_buffers.clear();
|
|
}
|
|
|
|
bool SwapChain::Present()
|
|
{
|
|
if (!D3DCommon::SwapChain::Present())
|
|
return false;
|
|
|
|
m_current_buffer = (m_current_buffer + 1) % SWAP_CHAIN_BUFFER_COUNT;
|
|
return true;
|
|
}
|
|
} // namespace DX12
|