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DisplayManager.cpp
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DisplayManager.cpp
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved
#include "DisplayManager.h"
using namespace DirectX;
//
// Constructor NULLs out vars
//
DISPLAYMANAGER::DISPLAYMANAGER() : m_Device(nullptr),
m_DeviceContext(nullptr),
m_MoveSurf(nullptr),
m_VertexShader(nullptr),
m_PixelShader(nullptr),
m_InputLayout(nullptr),
m_RTV(nullptr),
m_SamplerLinear(nullptr),
m_DirtyVertexBufferAlloc(nullptr),
m_DirtyVertexBufferAllocSize(0)
{
}
//
// Destructor calls CleanRefs to destroy everything
//
DISPLAYMANAGER::~DISPLAYMANAGER()
{
CleanRefs();
if (m_DirtyVertexBufferAlloc)
{
delete [] m_DirtyVertexBufferAlloc;
m_DirtyVertexBufferAlloc = nullptr;
}
}
//
// Initialize D3D variables
//
void DISPLAYMANAGER::InitD3D(DX_RESOURCES* Data)
{
m_Device = Data->Device;
m_DeviceContext = Data->Context;
m_VertexShader = Data->VertexShader;
m_PixelShader = Data->PixelShader;
m_InputLayout = Data->InputLayout;
m_SamplerLinear = Data->SamplerLinear;
m_Device->AddRef();
m_DeviceContext->AddRef();
m_VertexShader->AddRef();
m_PixelShader->AddRef();
m_InputLayout->AddRef();
m_SamplerLinear->AddRef();
}
//
// Process a given frame and its metadata
//
DUPL_RETURN DISPLAYMANAGER::ProcessFrame(_In_ FRAME_DATA* Data, _Inout_ ID3D11Texture2D* SharedSurf, INT OffsetX, INT OffsetY, _In_ DXGI_OUTPUT_DESC* DeskDesc)
{
DUPL_RETURN Ret = DUPL_RETURN_SUCCESS;
// Process dirties and moves
if (Data->FrameInfo.TotalMetadataBufferSize)
{
D3D11_TEXTURE2D_DESC Desc;
Data->Frame->GetDesc(&Desc);
if (Data->MoveCount)
{
Ret = CopyMove(SharedSurf, reinterpret_cast<DXGI_OUTDUPL_MOVE_RECT*>(Data->MetaData), Data->MoveCount, OffsetX, OffsetY, DeskDesc, Desc.Width, Desc.Height);
if (Ret != DUPL_RETURN_SUCCESS)
{
return Ret;
}
}
if (Data->DirtyCount)
{
Ret = CopyDirty(Data->Frame, SharedSurf, reinterpret_cast<RECT*>(Data->MetaData + (Data->MoveCount * sizeof(DXGI_OUTDUPL_MOVE_RECT))), Data->DirtyCount, OffsetX, OffsetY, DeskDesc);
}
}
return Ret;
}
//
// Returns D3D device being used
//
//ID3D11Device* DISPLAYMANAGER::GetDevice()
//{
// return m_Device;
//}
//
// Set appropriate source and destination rects for move rects
//
void DISPLAYMANAGER::SetMoveRect(_Out_ RECT* SrcRect, _Out_ RECT* DestRect, _In_ DXGI_OUTPUT_DESC* DeskDesc, _In_ DXGI_OUTDUPL_MOVE_RECT* MoveRect, INT TexWidth, INT TexHeight)
{
switch (DeskDesc->Rotation)
{
case DXGI_MODE_ROTATION_UNSPECIFIED:
case DXGI_MODE_ROTATION_IDENTITY:
{
SrcRect->left = MoveRect->SourcePoint.x;
SrcRect->top = MoveRect->SourcePoint.y;
SrcRect->right = MoveRect->SourcePoint.x + MoveRect->DestinationRect.right - MoveRect->DestinationRect.left;
SrcRect->bottom = MoveRect->SourcePoint.y + MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top;
*DestRect = MoveRect->DestinationRect;
break;
}
case DXGI_MODE_ROTATION_ROTATE90:
{
SrcRect->left = TexHeight - (MoveRect->SourcePoint.y + MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top);
SrcRect->top = MoveRect->SourcePoint.x;
SrcRect->right = TexHeight - MoveRect->SourcePoint.y;
SrcRect->bottom = MoveRect->SourcePoint.x + MoveRect->DestinationRect.right - MoveRect->DestinationRect.left;
DestRect->left = TexHeight - MoveRect->DestinationRect.bottom;
DestRect->top = MoveRect->DestinationRect.left;
DestRect->right = TexHeight - MoveRect->DestinationRect.top;
DestRect->bottom = MoveRect->DestinationRect.right;
break;
}
case DXGI_MODE_ROTATION_ROTATE180:
{
SrcRect->left = TexWidth - (MoveRect->SourcePoint.x + MoveRect->DestinationRect.right - MoveRect->DestinationRect.left);
SrcRect->top = TexHeight - (MoveRect->SourcePoint.y + MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top);
SrcRect->right = TexWidth - MoveRect->SourcePoint.x;
SrcRect->bottom = TexHeight - MoveRect->SourcePoint.y;
DestRect->left = TexWidth - MoveRect->DestinationRect.right;
DestRect->top = TexHeight - MoveRect->DestinationRect.bottom;
DestRect->right = TexWidth - MoveRect->DestinationRect.left;
DestRect->bottom = TexHeight - MoveRect->DestinationRect.top;
break;
}
case DXGI_MODE_ROTATION_ROTATE270:
{
SrcRect->left = MoveRect->SourcePoint.x;
SrcRect->top = TexWidth - (MoveRect->SourcePoint.x + MoveRect->DestinationRect.right - MoveRect->DestinationRect.left);
SrcRect->right = MoveRect->SourcePoint.y + MoveRect->DestinationRect.bottom - MoveRect->DestinationRect.top;
SrcRect->bottom = TexWidth - MoveRect->SourcePoint.x;
DestRect->left = MoveRect->DestinationRect.top;
DestRect->top = TexWidth - MoveRect->DestinationRect.right;
DestRect->right = MoveRect->DestinationRect.bottom;
DestRect->bottom = TexWidth - MoveRect->DestinationRect.left;
break;
}
default:
{
RtlZeroMemory(DestRect, sizeof(RECT));
RtlZeroMemory(SrcRect, sizeof(RECT));
break;
}
}
}
//
// Copy move rectangles
//
DUPL_RETURN DISPLAYMANAGER::CopyMove(_Inout_ ID3D11Texture2D* SharedSurf, _In_reads_(MoveCount) DXGI_OUTDUPL_MOVE_RECT* MoveBuffer, UINT MoveCount, INT OffsetX, INT OffsetY, _In_ DXGI_OUTPUT_DESC* DeskDesc, INT TexWidth, INT TexHeight)
{
D3D11_TEXTURE2D_DESC FullDesc;
SharedSurf->GetDesc(&FullDesc);
// Make new intermediate surface to copy into for moving
if (!m_MoveSurf)
{
D3D11_TEXTURE2D_DESC MoveDesc;
MoveDesc = FullDesc;
MoveDesc.Width = DeskDesc->DesktopCoordinates.right - DeskDesc->DesktopCoordinates.left;
MoveDesc.Height = DeskDesc->DesktopCoordinates.bottom - DeskDesc->DesktopCoordinates.top;
MoveDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
MoveDesc.MiscFlags = 0;
HRESULT hr = m_Device->CreateTexture2D(&MoveDesc, nullptr, &m_MoveSurf);
if (FAILED(hr))
{
return ProcessFailure(m_Device, L"Failed to create staging texture for move rects", L"Error", hr, SystemTransitionsExpectedErrors);
}
}
for (UINT i = 0; i < MoveCount; ++i)
{
RECT SrcRect;
RECT DestRect;
SetMoveRect(&SrcRect, &DestRect, DeskDesc, &(MoveBuffer[i]), TexWidth, TexHeight);
// Copy rect out of shared surface
D3D11_BOX Box;
Box.left = SrcRect.left + DeskDesc->DesktopCoordinates.left - OffsetX;
Box.top = SrcRect.top + DeskDesc->DesktopCoordinates.top - OffsetY;
Box.front = 0;
Box.right = SrcRect.right + DeskDesc->DesktopCoordinates.left - OffsetX;
Box.bottom = SrcRect.bottom + DeskDesc->DesktopCoordinates.top - OffsetY;
Box.back = 1;
m_DeviceContext->CopySubresourceRegion(m_MoveSurf, 0, SrcRect.left, SrcRect.top, 0, SharedSurf, 0, &Box);
// Copy back to shared surface
Box.left = SrcRect.left;
Box.top = SrcRect.top;
Box.front = 0;
Box.right = SrcRect.right;
Box.bottom = SrcRect.bottom;
Box.back = 1;
m_DeviceContext->CopySubresourceRegion(SharedSurf, 0, DestRect.left + DeskDesc->DesktopCoordinates.left - OffsetX, DestRect.top + DeskDesc->DesktopCoordinates.top - OffsetY, 0, m_MoveSurf, 0, &Box);
}
return DUPL_RETURN_SUCCESS;
}
//
// Sets up vertices for dirty rects for rotated desktops
//
//#pragma warning(push)
//#pragma warning(disable:__WARNING_USING_UNINIT_VAR) // false positives in SetDirtyVert due to tool bug
void DISPLAYMANAGER::SetDirtyVert(_Out_writes_(NUMVERTICES) VERTEX* Vertices, _In_ RECT* Dirty, INT OffsetX, INT OffsetY, _In_ DXGI_OUTPUT_DESC* DeskDesc, _In_ D3D11_TEXTURE2D_DESC* FullDesc, _In_ D3D11_TEXTURE2D_DESC* ThisDesc)
{
INT CenterX = FullDesc->Width / 2;
INT CenterY = FullDesc->Height / 2;
INT Width = DeskDesc->DesktopCoordinates.right - DeskDesc->DesktopCoordinates.left;
INT Height = DeskDesc->DesktopCoordinates.bottom - DeskDesc->DesktopCoordinates.top;
// Rotation compensated destination rect
RECT DestDirty = *Dirty;
// Set appropriate coordinates compensated for rotation
switch (DeskDesc->Rotation)
{
case DXGI_MODE_ROTATION_ROTATE90:
{
DestDirty.left = Width - Dirty->bottom;
DestDirty.top = Dirty->left;
DestDirty.right = Width - Dirty->top;
DestDirty.bottom = Dirty->right;
Vertices[0].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
break;
}
case DXGI_MODE_ROTATION_ROTATE180:
{
DestDirty.left = Width - Dirty->right;
DestDirty.top = Height - Dirty->bottom;
DestDirty.right = Width - Dirty->left;
DestDirty.bottom = Height - Dirty->top;
Vertices[0].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
break;
}
case DXGI_MODE_ROTATION_ROTATE270:
{
DestDirty.left = Dirty->top;
DestDirty.top = Height - Dirty->right;
DestDirty.right = Dirty->bottom;
DestDirty.bottom = Height - Dirty->left;
Vertices[0].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
break;
}
default:
assert(false); // drop through
case DXGI_MODE_ROTATION_UNSPECIFIED:
case DXGI_MODE_ROTATION_IDENTITY:
{
Vertices[0].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[1].TexCoord = XMFLOAT2(Dirty->left / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
Vertices[2].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->bottom / static_cast<FLOAT>(ThisDesc->Height));
Vertices[5].TexCoord = XMFLOAT2(Dirty->right / static_cast<FLOAT>(ThisDesc->Width), Dirty->top / static_cast<FLOAT>(ThisDesc->Height));
break;
}
}
// Set positions
Vertices[0].Pos = XMFLOAT3((DestDirty.left + DeskDesc->DesktopCoordinates.left - OffsetX - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.bottom + DeskDesc->DesktopCoordinates.top - OffsetY - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[1].Pos = XMFLOAT3((DestDirty.left + DeskDesc->DesktopCoordinates.left - OffsetX - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.top + DeskDesc->DesktopCoordinates.top - OffsetY - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[2].Pos = XMFLOAT3((DestDirty.right + DeskDesc->DesktopCoordinates.left - OffsetX - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.bottom + DeskDesc->DesktopCoordinates.top - OffsetY - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[3].Pos = Vertices[2].Pos;
Vertices[4].Pos = Vertices[1].Pos;
Vertices[5].Pos = XMFLOAT3((DestDirty.right + DeskDesc->DesktopCoordinates.left - OffsetX - CenterX) / static_cast<FLOAT>(CenterX),
-1 * (DestDirty.top + DeskDesc->DesktopCoordinates.top - OffsetY - CenterY) / static_cast<FLOAT>(CenterY),
0.0f);
Vertices[3].TexCoord = Vertices[2].TexCoord;
Vertices[4].TexCoord = Vertices[1].TexCoord;
}
//#pragma warning(pop) // re-enable __WARNING_USING_UNINIT_VAR
//
// Copies dirty rectangles
//
DUPL_RETURN DISPLAYMANAGER::CopyDirty(_In_ ID3D11Texture2D* SrcSurface, _Inout_ ID3D11Texture2D* SharedSurf, _In_reads_(DirtyCount) RECT* DirtyBuffer, UINT DirtyCount, INT OffsetX, INT OffsetY, _In_ DXGI_OUTPUT_DESC* DeskDesc)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC FullDesc;
SharedSurf->GetDesc(&FullDesc);
D3D11_TEXTURE2D_DESC ThisDesc;
SrcSurface->GetDesc(&ThisDesc);
if (!m_RTV)
{
hr = m_Device->CreateRenderTargetView(SharedSurf, nullptr, &m_RTV);
if (FAILED(hr))
{
return ProcessFailure(m_Device, L"Failed to create render target view for dirty rects", L"Error", hr, SystemTransitionsExpectedErrors);
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC ShaderDesc;
ShaderDesc.Format = ThisDesc.Format;
ShaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
ShaderDesc.Texture2D.MostDetailedMip = ThisDesc.MipLevels - 1;
ShaderDesc.Texture2D.MipLevels = ThisDesc.MipLevels;
// Create new shader resource view
ID3D11ShaderResourceView* ShaderResource = nullptr;
hr = m_Device->CreateShaderResourceView(SrcSurface, &ShaderDesc, &ShaderResource);
if (FAILED(hr))
{
return ProcessFailure(m_Device, L"Failed to create shader resource view for dirty rects", L"Error", hr, SystemTransitionsExpectedErrors);
}
#if 1
FLOAT BlendFactor[4] = {0.f, 0.f, 0.f, 0.f};
m_DeviceContext->OMSetBlendState(nullptr, BlendFactor, 0xFFFFFFFF);
#endif
m_DeviceContext->OMSetRenderTargets(1, &m_RTV, nullptr);
m_DeviceContext->VSSetShader(m_VertexShader, nullptr, 0);
m_DeviceContext->PSSetShader(m_PixelShader, nullptr, 0);
m_DeviceContext->PSSetShaderResources(0, 1, &ShaderResource);
m_DeviceContext->PSSetSamplers(0, 1, &m_SamplerLinear);
m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create space for vertices for the dirty rects if the current space isn't large enough
UINT BytesNeeded = sizeof(VERTEX) * NUMVERTICES * DirtyCount;
if (BytesNeeded > m_DirtyVertexBufferAllocSize)
{
if (m_DirtyVertexBufferAlloc)
{
delete [] m_DirtyVertexBufferAlloc;
}
m_DirtyVertexBufferAlloc = new (std::nothrow) BYTE[BytesNeeded];
if (!m_DirtyVertexBufferAlloc)
{
m_DirtyVertexBufferAllocSize = 0;
return ProcessFailure(nullptr, L"Failed to allocate memory for dirty vertex buffer", L"Error", E_OUTOFMEMORY);
}
m_DirtyVertexBufferAllocSize = BytesNeeded;
}
// Fill them in
VERTEX* DirtyVertex = reinterpret_cast<VERTEX*>(m_DirtyVertexBufferAlloc);
for (UINT i = 0; i < DirtyCount; ++i, DirtyVertex += NUMVERTICES)
{
SetDirtyVert(DirtyVertex, &(DirtyBuffer[i]), OffsetX, OffsetY, DeskDesc, &FullDesc, &ThisDesc);
}
// Create vertex buffer
D3D11_BUFFER_DESC BufferDesc;
RtlZeroMemory(&BufferDesc, sizeof(BufferDesc));
BufferDesc.Usage = D3D11_USAGE_DEFAULT;
BufferDesc.ByteWidth = BytesNeeded;
BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
RtlZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = m_DirtyVertexBufferAlloc;
ID3D11Buffer* VertBuf = nullptr;
hr = m_Device->CreateBuffer(&BufferDesc, &InitData, &VertBuf);
if (FAILED(hr))
{
return ProcessFailure(m_Device, L"Failed to create vertex buffer in dirty rect processing", L"Error", hr, SystemTransitionsExpectedErrors);
}
UINT Stride = sizeof(VERTEX);
UINT Offset = 0;
m_DeviceContext->IASetVertexBuffers(0, 1, &VertBuf, &Stride, &Offset);
D3D11_VIEWPORT VP;
VP.Width = static_cast<FLOAT>(FullDesc.Width);
VP.Height = static_cast<FLOAT>(FullDesc.Height);
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
VP.TopLeftX = 0.0f;
VP.TopLeftY = 0.0f;
m_DeviceContext->RSSetViewports(1, &VP);
m_DeviceContext->Draw(NUMVERTICES * DirtyCount, 0);
VertBuf->Release();
VertBuf = nullptr;
ShaderResource->Release();
ShaderResource = nullptr;
return DUPL_RETURN_SUCCESS;
}
//
// Clean all references
//
void DISPLAYMANAGER::CleanRefs()
{
if (m_DeviceContext)
{
m_DeviceContext->Release();
m_DeviceContext = nullptr;
}
if (m_Device)
{
m_Device->Release();
m_Device = nullptr;
}
if (m_MoveSurf)
{
m_MoveSurf->Release();
m_MoveSurf = nullptr;
}
if (m_VertexShader)
{
m_VertexShader->Release();
m_VertexShader = nullptr;
}
if (m_PixelShader)
{
m_PixelShader->Release();
m_PixelShader = nullptr;
}
if (m_InputLayout)
{
m_InputLayout->Release();
m_InputLayout = nullptr;
}
if (m_SamplerLinear)
{
m_SamplerLinear->Release();
m_SamplerLinear = nullptr;
}
if (m_RTV)
{
m_RTV->Release();
m_RTV = nullptr;
}
}