dolphin/Source/Core/VideoBackends/D3D12/D3D12SwapChain.cpp
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
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.
2021-07-05 04:35:56 +02:00

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