forked from MoonsideGames/Refresh
Apply swapchainDesc fix from FNA3D, add cdefines.h to CMakeLists
parent
8c98889f46
commit
433c70eb8c
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@ -55,6 +55,7 @@ add_library(Refresh
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# Internal Headers
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src/Refresh_Driver.h
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src/Refresh_Driver_Vulkan_vkfuncs.h
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Refresh_Driver_D3D11_cdefines.h
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# Source Files
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src/Refresh.c
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src/Refresh_Driver_D3D11.c
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@ -825,50 +825,12 @@ static D3D11WindowData* D3D11_INTERNAL_FetchWindowData(
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return (D3D11WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
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}
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static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
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IUnknown *device,
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IDXGIAdapter *adapter,
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IDXGIFactory1 *factory,
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HWND window,
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DXGI_MODE_DESC *modeDescription,
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DXGI_MODE_DESC *swapChainDescription
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) {
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HMONITOR monitor;
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int iAdapter = 0, iOutput;
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IDXGIAdapter1* pAdapter;
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IDXGIOutput *output;
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DXGI_OUTPUT_DESC description;
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/* Find the output (on any adapter) attached to the monitor that holds our window */
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monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
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while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
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{
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iOutput = 0;
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while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
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{
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IDXGIOutput_GetDesc(output, &description);
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if (description.Monitor == monitor)
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{
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if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
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{
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IDXGIOutput_Release(output);
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IDXGIAdapter1_Release(pAdapter);
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return;
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}
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}
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IDXGIOutput_Release(output);
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}
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IDXGIAdapter1_Release(pAdapter);
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}
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}
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static uint8_t D3D11_INTERNAL_CreateSwapchain(
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D3D11Renderer *renderer,
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D3D11WindowData *windowData
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) {
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SDL_SysWMinfo info;
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HWND dxgiHandle;
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DXGI_MODE_DESC swapchainBufferDesc;
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DXGI_SWAP_CHAIN_DESC swapchainDesc;
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IDXGIFactory1 *pParent;
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IDXGISwapChain *swapchain;
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@ -881,26 +843,15 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
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dxgiHandle = info.info.win.window;
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/* Initialize the swapchain buffer descriptor */
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swapchainBufferDesc.Width = 0;
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swapchainBufferDesc.Height = 0;
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swapchainBufferDesc.RefreshRate.Numerator = 0;
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swapchainBufferDesc.RefreshRate.Denominator = 0;
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swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
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swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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swapchainDesc.BufferDesc.Width = 0;
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swapchainDesc.BufferDesc.Height = 0;
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swapchainDesc.BufferDesc.RefreshRate.Numerator = 0;
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swapchainDesc.BufferDesc.RefreshRate.Denominator = 0;
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swapchainDesc.BufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
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swapchainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapchainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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/* Get the closest matching mode we can from the current monitor */
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D3D11_INTERNAL_ResolveSwapChainModeDescription(
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(IUnknown*) renderer->device,
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(IDXGIAdapter*) renderer->adapter,
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(IDXGIFactory1*) renderer->factory,
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dxgiHandle,
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&swapchainBufferDesc,
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&swapchainDesc.BufferDesc
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);
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/* Initialize the swapchain descriptor */
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swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
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/* Initialize the rest of the swapchain descriptor */
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swapchainDesc.SampleDesc.Count = 1;
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swapchainDesc.SampleDesc.Quality = 0;
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swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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