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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
#ifdef _WIN32
# include <d3d11.h>
# include <wrl/client.h>
# include <dcomp.h>
# include <assert.h>
# include <dxgi.h>
# include <stdio.h>
using namespace Microsoft::WRL;
// A basic composition layer backed by a swap-chain for DirectComposition
class Layer {
public:
Layer(int width, int height, const ComPtr<IDXGIFactory2>& dxgiFactory,
const ComPtr<ID3D11Device>& d3dDevice,
const ComPtr<IDCompositionDesktopDevice>& dCompDevice) {
HRESULT hr;
DXGI_SWAP_CHAIN_DESC1 desc{};
desc.Width = width;
desc.Height = height;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
// DXGI_SCALING_NONE caused swap chain creation failure.
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
desc.Flags = 0;
// TODO(gw): Select opaque swap chain when appropriate
desc.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
// Create a swap-chain, visual, attach them and get the backbuffer texture
// to draw to
hr = dxgiFactory->CreateSwapChainForComposition(
d3dDevice.Get(), &desc, nullptr, mSwapChain.GetAddressOf());
assert(SUCCEEDED(hr));
hr = dCompDevice->CreateVisual(mVisual.GetAddressOf());
assert(SUCCEEDED(hr));
mVisual->SetContent(mSwapChain.Get());
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
(void**)mBackBuffer.GetAddressOf());
assert(SUCCEEDED(hr));
}
ComPtr<IDXGISwapChain1> mSwapChain;
ComPtr<IDCompositionVisual2> mVisual;
ComPtr<ID3D11Texture2D> mBackBuffer;
};
// A basic DirectComposition compositor implementation
class Compositor {
public:
Compositor(ID3D11Device* aDevice, HWND hWnd) : pD3DDevice(aDevice) {
HRESULT hr;
// Get DXGI device from D3D (which was created by ANGLE)
hr = pD3DDevice.As(&pDXGIDevice);
assert(SUCCEEDED(hr));
// Create DirectComposition
hr = DCompositionCreateDevice2(pDXGIDevice.Get(),
__uuidof(IDCompositionDesktopDevice),
(void**)pDCompDevice.GetAddressOf());
assert(SUCCEEDED(hr));
// Bind DC to the hWnd that was created by winit
hr = pDCompDevice->CreateTargetForHwnd(hWnd, TRUE,
pCompositionTarget.GetAddressOf());
assert(SUCCEEDED(hr));
// Create and set root of the visual tree
hr = pDCompDevice->CreateVisual(pRootVisual.GetAddressOf());
assert(SUCCEEDED(hr));
hr = pCompositionTarget->SetRoot(pRootVisual.Get());
assert(SUCCEEDED(hr));
pRootVisual->SetBitmapInterpolationMode(
DCOMPOSITION_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR);
// Enable DC debug counter overlay (helpful for seeing if DC composition is
// active during development)
hr = pDCompDevice.As(&pDCompDebug);
assert(SUCCEEDED(hr));
pDCompDebug->EnableDebugCounters();
// Get a DXGI factory interface for creating swap-chains
hr = pDXGIDevice->GetAdapter(&pDXGIAdapter);
assert(SUCCEEDED(hr));
hr = pDXGIAdapter->GetParent(__uuidof(IDXGIFactory2),
(void**)pIDXGIFactory.GetAddressOf());
assert(SUCCEEDED(hr));
}
~Compositor() {}
// Construct a layer of given dimensions.
Layer* create_layer(int width, int height) {
Layer* layer =
new Layer(width, height, pIDXGIFactory, pD3DDevice, pDCompDevice);
// TODO(gw): Don't add the visual during creation. Once we support multiple
// swap-chain layers, we'll need to support rebuilding the visual tree for
// DC as needed.
HRESULT hr = pRootVisual->AddVisual(layer->mVisual.Get(), FALSE, nullptr);
assert(SUCCEEDED(hr));
return layer;
}
void end_frame() {
// TODO(gw): Only commit if the visual tree was rebuilt
pDCompDevice->Commit();
}
private:
ComPtr<ID3D11Device> pD3DDevice;
ComPtr<IDXGIDevice> pDXGIDevice;
ComPtr<IDCompositionDesktopDevice> pDCompDevice;
ComPtr<IDCompositionTarget> pCompositionTarget;
ComPtr<IDCompositionVisual2> pRootVisual;
ComPtr<IDCompositionDeviceDebug> pDCompDebug;
ComPtr<IDXGIAdapter> pDXGIAdapter;
ComPtr<IDXGIFactory2> pIDXGIFactory;
};
// Bindings called by wrench rust impl of the Compositor2 trait
extern "C" {
Compositor* wrc_new(void* d3d11_device, void* hwnd) {
return new Compositor(static_cast<ID3D11Device*>(d3d11_device),
static_cast<HWND>(hwnd));
}
void wrc_delete(Compositor* compositor) { delete compositor; }
Layer* wrc_create_layer(Compositor* compositor, int width, int height) {
return compositor->create_layer(width, height);
}
void* wrc_get_layer_backbuffer(Layer* layer) {
void* p = layer->mBackBuffer.Get();
return p;
}
void wrc_present_layer(Layer* layer) { layer->mSwapChain->Present(0, 0); }
void wrc_end_frame(Compositor* compositor) { compositor->end_frame(); }
}
#endif