xref: /aosp_15_r20/external/skia/tools/window/win/D3D12WindowContext_win.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2020 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DBackendContext.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/d3d/D3DTestUtils.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/DisplayParams.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/WindowContext.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "tools/window/win/WindowContextFactory_win.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker #include <d3d12.h>
20*c8dee2aaSAndroid Build Coastguard Worker #include <dxgi1_4.h>
21*c8dee2aaSAndroid Build Coastguard Worker #include <wrl/client.h>
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker #define GR_D3D_CALL_ERRCHECK(X)                                         \
24*c8dee2aaSAndroid Build Coastguard Worker     do {                                                                \
25*c8dee2aaSAndroid Build Coastguard Worker         HRESULT result = X;                                             \
26*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(SUCCEEDED(result));                                    \
27*c8dee2aaSAndroid Build Coastguard Worker         if (!SUCCEEDED(result)) {                                       \
28*c8dee2aaSAndroid Build Coastguard Worker             SkDebugf("Failed Direct3D call. Error: 0x%08lx\n", result); \
29*c8dee2aaSAndroid Build Coastguard Worker         }                                                               \
30*c8dee2aaSAndroid Build Coastguard Worker     } while (false)
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker using namespace Microsoft::WRL;
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker using skwindow::DisplayParams;
35*c8dee2aaSAndroid Build Coastguard Worker using skwindow::WindowContext;
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker namespace {
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker class D3D12WindowContext : public WindowContext {
40*c8dee2aaSAndroid Build Coastguard Worker public:
41*c8dee2aaSAndroid Build Coastguard Worker     D3D12WindowContext(HWND hwnd, std::unique_ptr<const DisplayParams> params);
42*c8dee2aaSAndroid Build Coastguard Worker     ~D3D12WindowContext() override;
43*c8dee2aaSAndroid Build Coastguard Worker     void initializeContext();
44*c8dee2aaSAndroid Build Coastguard Worker     void destroyContext();
45*c8dee2aaSAndroid Build Coastguard Worker     void setupSurfaces(int width, int height);
46*c8dee2aaSAndroid Build Coastguard Worker 
isValid()47*c8dee2aaSAndroid Build Coastguard Worker     bool isValid() override {
48*c8dee2aaSAndroid Build Coastguard Worker         return fDevice.get() != nullptr;
49*c8dee2aaSAndroid Build Coastguard Worker     }
50*c8dee2aaSAndroid Build Coastguard Worker 
51*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkSurface> getBackbufferSurface() override;
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     void resize(int width, int height) override;
54*c8dee2aaSAndroid Build Coastguard Worker     void setDisplayParams(std::unique_ptr<const DisplayParams> params) override;
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker private:
57*c8dee2aaSAndroid Build Coastguard Worker     inline static constexpr int kNumFrames = 2;
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker     void onSwapBuffers() override;
60*c8dee2aaSAndroid Build Coastguard Worker 
61*c8dee2aaSAndroid Build Coastguard Worker     HWND fWindow;
62*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<ID3D12Device> fDevice;
63*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<ID3D12CommandQueue> fQueue;
64*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<IDXGISwapChain3> fSwapChain;
65*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<ID3D12Resource> fBuffers[kNumFrames];
66*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkSurface> fSurfaces[kNumFrames];
67*c8dee2aaSAndroid Build Coastguard Worker 
68*c8dee2aaSAndroid Build Coastguard Worker     // Synchronization objects.
69*c8dee2aaSAndroid Build Coastguard Worker     unsigned int fBufferIndex;
70*c8dee2aaSAndroid Build Coastguard Worker     HANDLE fFenceEvent;
71*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<ID3D12Fence> fFence;
72*c8dee2aaSAndroid Build Coastguard Worker     uint64_t fFenceValues[kNumFrames];
73*c8dee2aaSAndroid Build Coastguard Worker };
74*c8dee2aaSAndroid Build Coastguard Worker 
D3D12WindowContext(HWND hwnd,std::unique_ptr<const DisplayParams> params)75*c8dee2aaSAndroid Build Coastguard Worker D3D12WindowContext::D3D12WindowContext(HWND hwnd, std::unique_ptr<const DisplayParams> params)
76*c8dee2aaSAndroid Build Coastguard Worker         : WindowContext(std::move(params)), fWindow(hwnd) {
77*c8dee2aaSAndroid Build Coastguard Worker     this->initializeContext();
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker 
~D3D12WindowContext()80*c8dee2aaSAndroid Build Coastguard Worker D3D12WindowContext::~D3D12WindowContext() {
81*c8dee2aaSAndroid Build Coastguard Worker     this->destroyContext();
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker 
initializeContext()84*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::initializeContext() {
85*c8dee2aaSAndroid Build Coastguard Worker     GrD3DBackendContext backendContext;
86*c8dee2aaSAndroid Build Coastguard Worker     sk_gpu_test::CreateD3DBackendContext(&backendContext);
87*c8dee2aaSAndroid Build Coastguard Worker     fDevice = backendContext.fDevice;
88*c8dee2aaSAndroid Build Coastguard Worker     fQueue = backendContext.fQueue;
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     fContext = GrDirectContext::MakeDirect3D(backendContext, fDisplayParams->grContextOptions());
91*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fContext);
92*c8dee2aaSAndroid Build Coastguard Worker 
93*c8dee2aaSAndroid Build Coastguard Worker     // Make the swapchain
94*c8dee2aaSAndroid Build Coastguard Worker     RECT windowRect;
95*c8dee2aaSAndroid Build Coastguard Worker     GetWindowRect(fWindow, &windowRect);
96*c8dee2aaSAndroid Build Coastguard Worker     unsigned int width = windowRect.right - windowRect.left;
97*c8dee2aaSAndroid Build Coastguard Worker     unsigned int height = windowRect.bottom - windowRect.top;
98*c8dee2aaSAndroid Build Coastguard Worker 
99*c8dee2aaSAndroid Build Coastguard Worker     UINT dxgiFactoryFlags = 0;
100*c8dee2aaSAndroid Build Coastguard Worker     SkDEBUGCODE(dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;)
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<IDXGIFactory4> factory;
103*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker     DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
106*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.BufferCount = kNumFrames;
107*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.Width = width;
108*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.Height = height;
109*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
110*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
111*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
112*c8dee2aaSAndroid Build Coastguard Worker     swapChainDesc.SampleDesc.Count = 1;
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     gr_cp<IDXGISwapChain1> swapChain;
115*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(factory->CreateSwapChainForHwnd(
116*c8dee2aaSAndroid Build Coastguard Worker             fQueue.get(), fWindow, &swapChainDesc, nullptr, nullptr, &swapChain));
117*c8dee2aaSAndroid Build Coastguard Worker 
118*c8dee2aaSAndroid Build Coastguard Worker     // We don't support fullscreen transitions.
119*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(factory->MakeWindowAssociation(fWindow, DXGI_MWA_NO_ALT_ENTER));
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(swapChain->QueryInterface(IID_PPV_ARGS(&fSwapChain)));
122*c8dee2aaSAndroid Build Coastguard Worker 
123*c8dee2aaSAndroid Build Coastguard Worker     fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
124*c8dee2aaSAndroid Build Coastguard Worker 
125*c8dee2aaSAndroid Build Coastguard Worker     fSampleCount = fDisplayParams->msaaSampleCount();
126*c8dee2aaSAndroid Build Coastguard Worker 
127*c8dee2aaSAndroid Build Coastguard Worker     this->setupSurfaces(width, height);
128*c8dee2aaSAndroid Build Coastguard Worker 
129*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < kNumFrames; ++i) {
130*c8dee2aaSAndroid Build Coastguard Worker         fFenceValues[i] = 10000;   // use a high value to make it easier to track these in PIX
131*c8dee2aaSAndroid Build Coastguard Worker     }
132*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(fDevice->CreateFence(fFenceValues[fBufferIndex], D3D12_FENCE_FLAG_NONE,
133*c8dee2aaSAndroid Build Coastguard Worker                                               IID_PPV_ARGS(&fFence)));
134*c8dee2aaSAndroid Build Coastguard Worker 
135*c8dee2aaSAndroid Build Coastguard Worker     fFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
136*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fFenceEvent);
137*c8dee2aaSAndroid Build Coastguard Worker 
138*c8dee2aaSAndroid Build Coastguard Worker     fWidth = width;
139*c8dee2aaSAndroid Build Coastguard Worker     fHeight = height;
140*c8dee2aaSAndroid Build Coastguard Worker }
141*c8dee2aaSAndroid Build Coastguard Worker 
setupSurfaces(int width,int height)142*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::setupSurfaces(int width, int height) {
143*c8dee2aaSAndroid Build Coastguard Worker     // set up base resource info
144*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureResourceInfo info(nullptr,
145*c8dee2aaSAndroid Build Coastguard Worker                                   nullptr,
146*c8dee2aaSAndroid Build Coastguard Worker                                   D3D12_RESOURCE_STATE_PRESENT,
147*c8dee2aaSAndroid Build Coastguard Worker                                   DXGI_FORMAT_R8G8B8A8_UNORM,
148*c8dee2aaSAndroid Build Coastguard Worker                                   1,
149*c8dee2aaSAndroid Build Coastguard Worker                                   1,
150*c8dee2aaSAndroid Build Coastguard Worker                                   0);
151*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < kNumFrames; ++i) {
152*c8dee2aaSAndroid Build Coastguard Worker         GR_D3D_CALL_ERRCHECK(fSwapChain->GetBuffer(i, IID_PPV_ARGS(&fBuffers[i])));
153*c8dee2aaSAndroid Build Coastguard Worker 
154*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fBuffers[i]->GetDesc().Width == (UINT64)width &&
155*c8dee2aaSAndroid Build Coastguard Worker                  fBuffers[i]->GetDesc().Height == (UINT64)height);
156*c8dee2aaSAndroid Build Coastguard Worker 
157*c8dee2aaSAndroid Build Coastguard Worker         info.fResource = fBuffers[i];
158*c8dee2aaSAndroid Build Coastguard Worker         if (fSampleCount > 1) {
159*c8dee2aaSAndroid Build Coastguard Worker             GrBackendTexture backendTexture(width, height, info);
160*c8dee2aaSAndroid Build Coastguard Worker             fSurfaces[i] = SkSurfaces::WrapBackendTexture(fContext.get(),
161*c8dee2aaSAndroid Build Coastguard Worker                                                           backendTexture,
162*c8dee2aaSAndroid Build Coastguard Worker                                                           kTopLeft_GrSurfaceOrigin,
163*c8dee2aaSAndroid Build Coastguard Worker                                                           fSampleCount,
164*c8dee2aaSAndroid Build Coastguard Worker                                                           kRGBA_8888_SkColorType,
165*c8dee2aaSAndroid Build Coastguard Worker                                                           fDisplayParams->colorSpace(),
166*c8dee2aaSAndroid Build Coastguard Worker                                                           &fDisplayParams->surfaceProps());
167*c8dee2aaSAndroid Build Coastguard Worker         } else {
168*c8dee2aaSAndroid Build Coastguard Worker             GrBackendRenderTarget backendRT(width, height, info);
169*c8dee2aaSAndroid Build Coastguard Worker             fSurfaces[i] = SkSurfaces::WrapBackendRenderTarget(fContext.get(),
170*c8dee2aaSAndroid Build Coastguard Worker                                                                backendRT,
171*c8dee2aaSAndroid Build Coastguard Worker                                                                kTopLeft_GrSurfaceOrigin,
172*c8dee2aaSAndroid Build Coastguard Worker                                                                kRGBA_8888_SkColorType,
173*c8dee2aaSAndroid Build Coastguard Worker                                                                fDisplayParams->colorSpace(),
174*c8dee2aaSAndroid Build Coastguard Worker                                                                &fDisplayParams->surfaceProps());
175*c8dee2aaSAndroid Build Coastguard Worker         }
176*c8dee2aaSAndroid Build Coastguard Worker     }
177*c8dee2aaSAndroid Build Coastguard Worker }
178*c8dee2aaSAndroid Build Coastguard Worker 
destroyContext()179*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::destroyContext() {
180*c8dee2aaSAndroid Build Coastguard Worker     CloseHandle(fFenceEvent);
181*c8dee2aaSAndroid Build Coastguard Worker     fFence.reset(nullptr);
182*c8dee2aaSAndroid Build Coastguard Worker 
183*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < kNumFrames; ++i) {
184*c8dee2aaSAndroid Build Coastguard Worker         fSurfaces[i].reset(nullptr);
185*c8dee2aaSAndroid Build Coastguard Worker         fBuffers[i].reset(nullptr);
186*c8dee2aaSAndroid Build Coastguard Worker     }
187*c8dee2aaSAndroid Build Coastguard Worker 
188*c8dee2aaSAndroid Build Coastguard Worker     fSwapChain.reset(nullptr);
189*c8dee2aaSAndroid Build Coastguard Worker     fQueue.reset(nullptr);
190*c8dee2aaSAndroid Build Coastguard Worker     fDevice.reset(nullptr);
191*c8dee2aaSAndroid Build Coastguard Worker }
192*c8dee2aaSAndroid Build Coastguard Worker 
getBackbufferSurface()193*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> D3D12WindowContext::getBackbufferSurface() {
194*c8dee2aaSAndroid Build Coastguard Worker     // Update the frame index.
195*c8dee2aaSAndroid Build Coastguard Worker     const UINT64 currentFenceValue = fFenceValues[fBufferIndex];
196*c8dee2aaSAndroid Build Coastguard Worker     fBufferIndex = fSwapChain->GetCurrentBackBufferIndex();
197*c8dee2aaSAndroid Build Coastguard Worker 
198*c8dee2aaSAndroid Build Coastguard Worker     // If the last frame for this buffer index is not done, wait until it is ready.
199*c8dee2aaSAndroid Build Coastguard Worker     if (fFence->GetCompletedValue() < fFenceValues[fBufferIndex]) {
200*c8dee2aaSAndroid Build Coastguard Worker         GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[fBufferIndex], fFenceEvent));
201*c8dee2aaSAndroid Build Coastguard Worker         WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
202*c8dee2aaSAndroid Build Coastguard Worker     }
203*c8dee2aaSAndroid Build Coastguard Worker 
204*c8dee2aaSAndroid Build Coastguard Worker     // Set the fence value for the next frame.
205*c8dee2aaSAndroid Build Coastguard Worker     fFenceValues[fBufferIndex] = currentFenceValue + 1;
206*c8dee2aaSAndroid Build Coastguard Worker 
207*c8dee2aaSAndroid Build Coastguard Worker     return fSurfaces[fBufferIndex];
208*c8dee2aaSAndroid Build Coastguard Worker }
209*c8dee2aaSAndroid Build Coastguard Worker 
onSwapBuffers()210*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::onSwapBuffers() {
211*c8dee2aaSAndroid Build Coastguard Worker     SkSurface* surface = fSurfaces[fBufferIndex].get();
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker     GrFlushInfo info;
214*c8dee2aaSAndroid Build Coastguard Worker     fContext->flush(surface, SkSurfaces::BackendSurfaceAccess::kPresent, info);
215*c8dee2aaSAndroid Build Coastguard Worker     fContext->submit();
216*c8dee2aaSAndroid Build Coastguard Worker 
217*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(fSwapChain->Present(1, 0));
218*c8dee2aaSAndroid Build Coastguard Worker 
219*c8dee2aaSAndroid Build Coastguard Worker     // Schedule a Signal command in the queue.
220*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), fFenceValues[fBufferIndex]));
221*c8dee2aaSAndroid Build Coastguard Worker }
222*c8dee2aaSAndroid Build Coastguard Worker 
resize(int width,int height)223*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::resize(int width, int height) {
224*c8dee2aaSAndroid Build Coastguard Worker     // Clean up any outstanding resources in command lists
225*c8dee2aaSAndroid Build Coastguard Worker     fContext->flush();
226*c8dee2aaSAndroid Build Coastguard Worker     fContext->submit(GrSyncCpu::kYes);
227*c8dee2aaSAndroid Build Coastguard Worker 
228*c8dee2aaSAndroid Build Coastguard Worker     // release the previous surface and backbuffer resources
229*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < kNumFrames; ++i) {
230*c8dee2aaSAndroid Build Coastguard Worker         // Let present complete
231*c8dee2aaSAndroid Build Coastguard Worker         if (fFence->GetCompletedValue() < fFenceValues[i]) {
232*c8dee2aaSAndroid Build Coastguard Worker             GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[i], fFenceEvent));
233*c8dee2aaSAndroid Build Coastguard Worker             WaitForSingleObjectEx(fFenceEvent, INFINITE, FALSE);
234*c8dee2aaSAndroid Build Coastguard Worker         }
235*c8dee2aaSAndroid Build Coastguard Worker         fSurfaces[i].reset(nullptr);
236*c8dee2aaSAndroid Build Coastguard Worker         fBuffers[i].reset(nullptr);
237*c8dee2aaSAndroid Build Coastguard Worker     }
238*c8dee2aaSAndroid Build Coastguard Worker 
239*c8dee2aaSAndroid Build Coastguard Worker     GR_D3D_CALL_ERRCHECK(fSwapChain->ResizeBuffers(0, width, height,
240*c8dee2aaSAndroid Build Coastguard Worker                                                    DXGI_FORMAT_R8G8B8A8_UNORM, 0));
241*c8dee2aaSAndroid Build Coastguard Worker 
242*c8dee2aaSAndroid Build Coastguard Worker     this->setupSurfaces(width, height);
243*c8dee2aaSAndroid Build Coastguard Worker 
244*c8dee2aaSAndroid Build Coastguard Worker     fWidth = width;
245*c8dee2aaSAndroid Build Coastguard Worker     fHeight = height;
246*c8dee2aaSAndroid Build Coastguard Worker }
247*c8dee2aaSAndroid Build Coastguard Worker 
setDisplayParams(std::unique_ptr<const DisplayParams> params)248*c8dee2aaSAndroid Build Coastguard Worker void D3D12WindowContext::setDisplayParams(std::unique_ptr<const DisplayParams> params) {
249*c8dee2aaSAndroid Build Coastguard Worker     this->destroyContext();
250*c8dee2aaSAndroid Build Coastguard Worker     fDisplayParams = std::move(params);
251*c8dee2aaSAndroid Build Coastguard Worker     this->initializeContext();
252*c8dee2aaSAndroid Build Coastguard Worker }
253*c8dee2aaSAndroid Build Coastguard Worker 
254*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
255*c8dee2aaSAndroid Build Coastguard Worker 
256*c8dee2aaSAndroid Build Coastguard Worker namespace skwindow {
257*c8dee2aaSAndroid Build Coastguard Worker 
MakeD3D12ForWin(HWND hwnd,std::unique_ptr<const DisplayParams> params)258*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<WindowContext> MakeD3D12ForWin(HWND hwnd,
259*c8dee2aaSAndroid Build Coastguard Worker                                                std::unique_ptr<const DisplayParams> params) {
260*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<WindowContext> ctx(new D3D12WindowContext(hwnd, std::move(params)));
261*c8dee2aaSAndroid Build Coastguard Worker     if (!ctx->isValid()) {
262*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
263*c8dee2aaSAndroid Build Coastguard Worker     }
264*c8dee2aaSAndroid Build Coastguard Worker     return ctx;
265*c8dee2aaSAndroid Build Coastguard Worker }
266*c8dee2aaSAndroid Build Coastguard Worker 
267*c8dee2aaSAndroid Build Coastguard Worker } // namespace skwindow
268