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CoopAllTheThings/host/src/d3d11_window.cpp
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2026-07-12 11:52:53 +02:00

333 lines
11 KiB
C++

#include "d3d11_window.hpp"
#include <wincodec.h> // WIC PNG encoder for screenshots
#include <imgui_impl_win32.h>
// Forward declared in the ImGui Win32 backend; lets ImGui consume input first.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
using Microsoft::WRL::ComPtr;
namespace coop {
namespace {
constexpr wchar_t kWindowClass[] = L"CoopAllTheThingsWindow";
// Encode a tightly-packed/row-pitched RGBA8 image to a PNG file via WIC. `src` is the
// CPU-mapped staging copy of the back buffer (stride = row_pitch). Pure COM, so no
// extra link dependency. Returns false on any failure (caller swallows it -- a missed
// screenshot is never fatal).
bool write_rgba8_png(const std::wstring& path, UINT width, UINT height, const BYTE* src, UINT row_pitch)
{
ComPtr<IWICImagingFactory> factory;
if (FAILED(CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(factory.GetAddressOf())))) {
return false;
}
ComPtr<IWICBitmap> bitmap; // wrap the back-buffer bytes (RGBA, matches the swap chain)
if (FAILED(factory->CreateBitmapFromMemory(width, height, GUID_WICPixelFormat32bppRGBA, row_pitch,
row_pitch * height, const_cast<BYTE*>(src), bitmap.GetAddressOf()))) {
return false;
}
ComPtr<IWICStream> stream;
if (FAILED(factory->CreateStream(stream.GetAddressOf()))
|| FAILED(stream->InitializeFromFilename(path.c_str(), GENERIC_WRITE))) {
return false;
}
ComPtr<IWICBitmapEncoder> encoder;
if (FAILED(factory->CreateEncoder(GUID_ContainerFormatPng, nullptr, encoder.GetAddressOf()))
|| FAILED(encoder->Initialize(stream.Get(), WICBitmapEncoderNoCache))) {
return false;
}
ComPtr<IWICBitmapFrameEncode> frame;
ComPtr<IPropertyBag2> props;
if (FAILED(encoder->CreateNewFrame(frame.GetAddressOf(), props.GetAddressOf()))
|| FAILED(frame->Initialize(props.Get())) || FAILED(frame->SetSize(width, height))) {
return false;
}
// Let the encoder pick its native pixel format; WriteSource converts our RGBA to it.
WICPixelFormatGUID fmt = GUID_WICPixelFormat32bppBGRA;
frame->SetPixelFormat(&fmt);
if (FAILED(frame->WriteSource(bitmap.Get(), nullptr)) || FAILED(frame->Commit()) || FAILED(encoder->Commit())) {
return false;
}
return true;
}
} // namespace
D3D11Window::~D3D11Window()
{
release_render_target();
if (hwnd_ != nullptr) {
DestroyWindow(hwnd_);
hwnd_ = nullptr;
}
UnregisterClassW(kWindowClass, GetModuleHandleW(nullptr));
}
bool D3D11Window::create(const wchar_t* title)
{
const HINSTANCE instance = GetModuleHandleW(nullptr);
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(wc);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = &D3D11Window::wnd_proc;
wc.hInstance = instance;
wc.hCursor = LoadCursorW(nullptr, IDC_ARROW);
wc.lpszClassName = kWindowClass;
if (RegisterClassExW(&wc) == 0) {
return false;
}
// Borderless popup covering the primary monitor. Steam RPT only streams the
// focused window, and exclusive-fullscreen swap chains can't be captured, so
// a plain WS_POPUP is exactly what we want.
const int width = GetSystemMetrics(SM_CXSCREEN);
const int height = GetSystemMetrics(SM_CYSCREEN);
hwnd_ = CreateWindowExW(0, kWindowClass, title, WS_POPUP, 0, 0, width, height, nullptr, nullptr, instance, this);
if (hwnd_ == nullptr) {
return false;
}
if (!create_device()) {
return false;
}
ShowWindow(hwnd_, SW_SHOW);
UpdateWindow(hwnd_);
SetForegroundWindow(hwnd_);
return true;
}
bool D3D11Window::create_device()
{
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = 0; // derive from the window client area
desc.Height = 0;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
UINT flags = 0;
#ifdef _DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
const D3D_FEATURE_LEVEL levels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
if (FAILED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, levels, _countof(levels),
D3D11_SDK_VERSION, device_.GetAddressOf(), nullptr, context_.GetAddressOf()))) {
return false;
}
ComPtr<IDXGIDevice> dxgi_device;
if (FAILED(device_.As(&dxgi_device))) {
return false;
}
ComPtr<IDXGIAdapter> adapter;
if (FAILED(dxgi_device->GetAdapter(adapter.GetAddressOf()))) {
return false;
}
ComPtr<IDXGIFactory2> factory;
if (FAILED(adapter->GetParent(IID_PPV_ARGS(factory.GetAddressOf())))) {
return false;
}
if (FAILED(factory->CreateSwapChainForHwnd(device_.Get(), hwnd_, &desc, nullptr, nullptr,
swap_chain_.GetAddressOf()))) {
return false;
}
// Don't let DXGI swallow Alt+Enter into an exclusive-fullscreen transition.
factory->MakeWindowAssociation(hwnd_, DXGI_MWA_NO_ALT_ENTER);
create_render_target();
return true;
}
bool D3D11Window::note_device_loss(HRESULT hr)
{
if (hr != DXGI_ERROR_DEVICE_REMOVED && hr != DXGI_ERROR_DEVICE_RESET) {
return false;
}
// GetDeviceRemovedReason gives the specific cause (HUNG / driver internal / removed); a plain
// RESET may report S_OK there, so fall back to the originating error in that case.
const HRESULT reason = device_ ? device_->GetDeviceRemovedReason() : hr;
device_lost_reason_ = (reason != S_OK) ? reason : hr;
device_lost_ = true;
return true;
}
void D3D11Window::create_render_target()
{
ComPtr<ID3D11Texture2D> back_buffer;
if (SUCCEEDED(swap_chain_->GetBuffer(0, IID_PPV_ARGS(back_buffer.GetAddressOf())))) {
const HRESULT hr = device_->CreateRenderTargetView(back_buffer.Get(), nullptr, rtv_.ReleaseAndGetAddressOf());
note_device_loss(hr); // a removed device surfaces here too; the render loop checks device_lost()
}
}
void D3D11Window::release_render_target()
{
rtv_.Reset();
}
void D3D11Window::handle_resize(UINT width, UINT height)
{
if (swap_chain_ == nullptr || width == 0 || height == 0) {
return;
}
release_render_target();
const HRESULT hr = swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
if (note_device_loss(hr)) {
return; // device gone; the render loop will see device_lost() and stop
}
create_render_target();
}
bool D3D11Window::pump_messages()
{
MSG msg;
while (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
return false;
}
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
if (resize_pending_) {
handle_resize(resize_width_, resize_height_);
resize_pending_ = false;
}
return true;
}
void D3D11Window::render_frame(const RenderCallback& render, UINT sync_interval)
{
const float clear[4] = {0.06f, 0.06f, 0.08f, 1.0f};
context_->OMSetRenderTargets(1, rtv_.GetAddressOf(), nullptr);
context_->ClearRenderTargetView(rtv_.Get(), clear);
if (render) {
render();
}
// Screenshot (F10): capture after the overlay is drawn but before Present -- the
// flip-model back buffer is undefined once presented.
if (!pending_screenshot_.empty()) {
if (save_backbuffer_png(pending_screenshot_)) {
saved_screenshot_ = pending_screenshot_;
}
pending_screenshot_.clear();
}
// sync_interval 1 (default) vsyncs to the monitor; 0 presents immediately so the
// caller can pace the flip itself (frame-sync to the game's published frames).
const HRESULT hr = swap_chain_->Present(sync_interval, 0);
note_device_loss(hr); // a TDR/driver reset on the host surfaces here; the render loop halts on it
}
void D3D11Window::request_screenshot(std::wstring path)
{
pending_screenshot_ = std::move(path);
}
std::wstring D3D11Window::take_screenshot_result()
{
std::wstring result;
result.swap(saved_screenshot_);
return result;
}
bool D3D11Window::save_backbuffer_png(const std::wstring& path)
{
ComPtr<ID3D11Texture2D> back;
if (FAILED(swap_chain_->GetBuffer(0, IID_PPV_ARGS(back.GetAddressOf())))) {
return false;
}
D3D11_TEXTURE2D_DESC desc{};
back->GetDesc(&desc);
// A CPU-readable staging copy we can Map (the back buffer itself isn't readable).
D3D11_TEXTURE2D_DESC staging = desc;
staging.Usage = D3D11_USAGE_STAGING;
staging.BindFlags = 0;
staging.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
staging.MiscFlags = 0;
ComPtr<ID3D11Texture2D> cpu;
if (FAILED(device_->CreateTexture2D(&staging, nullptr, cpu.GetAddressOf()))) {
return false;
}
context_->CopyResource(cpu.Get(), back.Get());
D3D11_MAPPED_SUBRESOURCE map{};
if (FAILED(context_->Map(cpu.Get(), 0, D3D11_MAP_READ, 0, &map))) {
return false;
}
// The swap chain is DXGI_FORMAT_R8G8B8A8_UNORM (see create_device), i.e. RGBA bytes.
const bool ok = write_rgba8_png(path, desc.Width, desc.Height, static_cast<const BYTE*>(map.pData), map.RowPitch);
context_->Unmap(cpu.Get(), 0);
return ok;
}
LRESULT CALLBACK D3D11Window::wnd_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
if (msg == WM_NCCREATE) {
auto* create = reinterpret_cast<CREATESTRUCTW*>(lparam);
SetWindowLongPtrW(hwnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(create->lpCreateParams));
}
if (ImGui_ImplWin32_WndProcHandler(hwnd, msg, wparam, lparam)) {
return true;
}
auto* self = reinterpret_cast<D3D11Window*>(GetWindowLongPtrW(hwnd, GWLP_USERDATA));
switch (msg) {
case WM_SIZE:
if (self != nullptr && wparam != SIZE_MINIMIZED) {
self->resize_pending_ = true;
self->resize_width_ = LOWORD(lparam);
self->resize_height_ = HIWORD(lparam);
}
return 0;
case WM_DPICHANGED:
// Per-monitor-v2: the DPI of the display we're on changed. Resize to the rect Windows suggests
// in lparam (its recommended handling; the resulting WM_SIZE repaints the swap chain via the
// deferred-resize path above), then latch the new DPI for the overlay to rescale its font/style.
if (self != nullptr) {
if (const auto* suggested = reinterpret_cast<const RECT*>(lparam); suggested != nullptr) {
SetWindowPos(hwnd, nullptr, suggested->left, suggested->top, suggested->right - suggested->left,
suggested->bottom - suggested->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
self->dpi_pending_ = true;
self->pending_dpi_ = HIWORD(wparam); // X and Y DPI are equal; HIWORD is the Y value
}
return 0;
case WM_SYSKEYDOWN:
// F10 is our screenshot key; ImGui already saw this message (handler runs above),
// so swallow it here to stop DefWindowProc from flicking into Win32 menu mode.
// Alt+F4 (VK_F4) falls through to DefWindowProc so it still closes the window.
if (wparam == VK_F10) {
return 0;
}
break;
case WM_DESTROY:
// Reached by the close button, Alt+F4 (DefWindowProc turns it into WM_CLOSE ->
// DestroyWindow), and our own teardown. Esc deliberately does NOT quit -- it's a
// common in-game key, so quitting is via the File -> Exit menu item or Alt+F4.
PostQuitMessage(0);
return 0;
default:
break;
}
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
} // namespace coop