Apply swapchainDesc fix from FNA3D, add cdefines.h to CMakeLists

d3d11
Caleb Cornett 2023-09-25 21:24:01 -05:00 committed by cosmonaut
parent dd1060373d
commit 08ba467551
2 changed files with 9 additions and 57 deletions

View File

@ -55,6 +55,7 @@ add_library(Refresh
# Internal Headers
src/Refresh_Driver.h
src/Refresh_Driver_Vulkan_vkfuncs.h
Refresh_Driver_D3D11_cdefines.h
# Source Files
src/Refresh.c
src/Refresh_Driver_D3D11.c

View File

@ -825,50 +825,12 @@ static D3D11WindowData* D3D11_INTERNAL_FetchWindowData(
return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
}
static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
IUnknown *device,
IDXGIAdapter *adapter,
IDXGIFactory1 *factory,
HWND window,
DXGI_MODE_DESC *modeDescription,
DXGI_MODE_DESC *swapChainDescription
) {
HMONITOR monitor;
int iAdapter = 0, iOutput;
IDXGIAdapter1* pAdapter;
IDXGIOutput *output;
DXGI_OUTPUT_DESC description;
/* Find the output (on any adapter) attached to the monitor that holds our window */
monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
{
iOutput = 0;
while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
{
IDXGIOutput_GetDesc(output, &description);
if (description.Monitor == monitor)
{
if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
{
IDXGIOutput_Release(output);
IDXGIAdapter1_Release(pAdapter);
return;
}
}
IDXGIOutput_Release(output);
}
IDXGIAdapter1_Release(pAdapter);
}
}
static uint8_t D3D11_INTERNAL_CreateSwapchain(
D3D11Renderer *renderer,
D3D11WindowData *windowData
) {
SDL_SysWMinfo info;
HWND dxgiHandle;
DXGI_MODE_DESC swapchainBufferDesc;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
IDXGIFactory1 *pParent;
IDXGISwapChain *swapchain;
@ -881,26 +843,15 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
dxgiHandle = info.info.win.window;
/* Initialize the swapchain buffer descriptor */
swapchainBufferDesc.Width = 0;
swapchainBufferDesc.Height = 0;
swapchainBufferDesc.RefreshRate.Numerator = 0;
swapchainBufferDesc.RefreshRate.Denominator = 0;
swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapchainDesc.BufferDesc.Width = 0;
swapchainDesc.BufferDesc.Height = 0;
swapchainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapchainDesc.BufferDesc.RefreshRate.Denominator = 0;
swapchainDesc.BufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
swapchainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapchainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
/* Get the closest matching mode we can from the current monitor */
D3D11_INTERNAL_ResolveSwapChainModeDescription(
(IUnknown*) renderer->device,
(IDXGIAdapter*) renderer->adapter,
(IDXGIFactory1*) renderer->factory,
dxgiHandle,
&swapchainBufferDesc,
&swapchainDesc.BufferDesc
);
/* Initialize the swapchain descriptor */
swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
/* Initialize the rest of the swapchain descriptor */
swapchainDesc.SampleDesc.Count = 1;
swapchainDesc.SampleDesc.Quality = 0;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;