finetune transpanrency
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7ab2d0d800
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2 changed files with 15 additions and 146 deletions
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@ -27,7 +27,6 @@ pub(crate) struct DirectXRenderer {
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context: DirectXContext,
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globals: DirectXGlobalElements,
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pipelines: DirectXRenderPipelines,
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transparent: bool,
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}
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#[derive(Clone)]
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@ -46,7 +45,7 @@ struct DirectXContext {
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msaa_view: ID3D11RenderTargetView,
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viewport: [D3D11_VIEWPORT; 1],
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// #[cfg(not(feature = "enable-renderdoc"))]
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direct_composition: DirectComposition,
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_direct_composition: DirectComposition,
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}
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struct DirectXRenderPipelines {
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@ -101,12 +100,12 @@ impl DirectXDevices {
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}
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impl DirectXRenderer {
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pub(crate) fn new(devices: &DirectXDevices, hwnd: HWND, transparent: bool) -> Result<Self> {
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pub(crate) fn new(devices: &DirectXDevices, hwnd: HWND) -> Result<Self> {
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let atlas = Arc::new(DirectXAtlas::new(
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devices.device.clone(),
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devices.device_context.clone(),
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));
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let context = DirectXContext::new(devices, hwnd, transparent)?;
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let context = DirectXContext::new(devices, hwnd)?;
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let globals = DirectXGlobalElements::new(&devices.device)?;
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let pipelines = DirectXRenderPipelines::new(&devices.device)?;
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Ok(DirectXRenderer {
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@ -115,7 +114,6 @@ impl DirectXRenderer {
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context,
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globals,
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pipelines,
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transparent,
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})
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}
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@ -241,93 +239,6 @@ impl DirectXRenderer {
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Ok(())
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}
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// #[cfg(not(feature = "enable-renderdoc"))]
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pub(crate) fn update_transparency(
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&mut self,
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background_appearance: WindowBackgroundAppearance,
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) -> Result<()> {
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let transparent = background_appearance != WindowBackgroundAppearance::Opaque;
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if self.transparent == transparent {
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return Ok(());
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}
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// self.transparent = transparent;
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// let (width, height) = unsafe {
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// self.devices.device_context.OMSetRenderTargets(None, None);
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// ManuallyDrop::drop(&mut self.context.render_target);
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// drop(self.context.render_target_view[0].take().unwrap());
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// let desc = self.context.swap_chain.GetDesc1().unwrap();
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// ManuallyDrop::drop(&mut self.context.swap_chain);
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// (desc.Width, desc.Height)
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// };
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// self.context.swap_chain = create_swap_chain(
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// &self.devices.dxgi_factory,
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// &self.devices.device,
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// transparent,
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// width,
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// height,
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// )
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// .unwrap();
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// self.context
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// .direct_composition
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// .set_swap_chain(&self.context.swap_chain)
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// .context("Failed to set swap chain for DirectComposition")?;
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// let (render_target, render_target_view) =
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// create_render_target_and_its_view(&self.context.swap_chain, &self.devices.device)
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// .unwrap();
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// self.context.render_target = render_target;
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// self.context.render_target_view = render_target_view;
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// unsafe {
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// self.devices
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// .device_context
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// .OMSetRenderTargets(Some(&self.context.render_target_view), None);
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// }
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// let (msaa_target, msaa_view) =
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// create_msaa_target_and_its_view(&self.devices.device, width, height)?;
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// self.context.msaa_target = msaa_target;
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// self.context.msaa_view = msaa_view;
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// self.context.viewport = set_viewport(&self.devices.device_context, width as _, height as _);
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// set_rasterizer_state(&self.devices.device, &self.devices.device_context)?;
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Ok(())
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}
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// #[cfg(feature = "enable-renderdoc")]
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// pub(crate) fn update_transparency(
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// &mut self,
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// background_appearance: WindowBackgroundAppearance,
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// ) -> Result<()> {
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// let transparent = background_appearance != WindowBackgroundAppearance::Opaque;
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// if self.transparent == transparent {
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// return Ok(());
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// }
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// self.transparent = transparent;
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// unsafe {
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// // recreate the swapchain
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// self.devices.device_context.OMSetRenderTargets(None, None);
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// drop(self.context.back_buffer[0].take().unwrap());
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// ManuallyDrop::drop(&mut self.context.swap_chain);
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// self.context.swap_chain = create_swap_chain_default(
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// &self.devices.dxgi_factory,
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// &self.devices.device,
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// self.hwnd,
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// transparent,
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// )?;
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// self.context.back_buffer = [Some(set_render_target_view(
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// &self.context.swap_chain,
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// &self.devices.device,
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// &self.devices.device_context,
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// )?)];
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// self.context.viewport = set_viewport(
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// &self.devices.device_context,
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// self.context.viewport[0].Width,
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// self.context.viewport[0].Height,
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// );
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// set_rasterizer_state(&self.devices.device, &self.devices.device_context)?;
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// }
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// Ok(())
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// }
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fn draw_shadows(&mut self, shadows: &[Shadow]) -> Result<()> {
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if shadows.is_empty() {
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return Ok(());
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@ -480,7 +391,7 @@ impl DirectXRenderer {
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}
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impl DirectXContext {
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pub fn new(devices: &DirectXDevices, hwnd: HWND, transparent: bool) -> Result<Self> {
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pub fn new(devices: &DirectXDevices, hwnd: HWND) -> Result<Self> {
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let (width, height) = unsafe {
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let mut rect = std::mem::zeroed();
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GetWindowRect(hwnd, &mut rect)?;
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@ -494,7 +405,6 @@ impl DirectXContext {
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let swap_chain = create_swap_chain(
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&devices.dxgi_factory,
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&devices.device,
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transparent,
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width as u32,
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height as u32,
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)?;
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@ -525,7 +435,7 @@ impl DirectXContext {
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msaa_view,
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viewport,
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// #[cfg(not(feature = "enable-renderdoc"))]
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direct_composition,
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_direct_composition: direct_composition,
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})
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}
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}
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@ -1068,17 +978,9 @@ fn get_comp_device(dxgi_device: &IDXGIDevice) -> Result<IDCompositionDevice> {
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fn create_swap_chain(
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dxgi_factory: &IDXGIFactory6,
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device: &ID3D11Device,
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transparent: bool,
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width: u32,
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height: u32,
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) -> Result<ManuallyDrop<IDXGISwapChain1>> {
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println!("Creating swap chain for DirectComposition: {}", transparent);
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let transparent = true;
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let alpha_mode = if transparent {
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DXGI_ALPHA_MODE_PREMULTIPLIED
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} else {
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DXGI_ALPHA_MODE_IGNORE
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};
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let desc = DXGI_SWAP_CHAIN_DESC1 {
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Width: width,
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Height: height,
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@ -1093,7 +995,7 @@ fn create_swap_chain(
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// Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
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Scaling: DXGI_SCALING_STRETCH,
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SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
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AlphaMode: alpha_mode,
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AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
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Flags: 0,
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};
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Ok(ManuallyDrop::new(unsafe {
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@ -1149,24 +1051,6 @@ fn create_render_target_and_its_view(
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))
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}
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#[inline]
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fn set_render_target_view(
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swap_chain: &IDXGISwapChain1,
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device: &ID3D11Device,
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device_context: &ID3D11DeviceContext,
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) -> Result<ID3D11RenderTargetView> {
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// In dx11, ID3D11RenderTargetView is supposed to always point to the new back buffer.
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// https://stackoverflow.com/questions/65246961/does-the-backbuffer-that-a-rendertargetview-points-to-automagically-change-after
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let back_buffer = unsafe {
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let resource: ID3D11Texture2D = swap_chain.GetBuffer(0)?;
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let mut buffer: Option<ID3D11RenderTargetView> = None;
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device.CreateRenderTargetView(&resource, None, Some(&mut buffer))?;
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buffer.unwrap()
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};
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unsafe { device_context.OMSetRenderTargets(Some(&[Some(back_buffer.clone())]), None) };
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Ok(back_buffer)
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}
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#[inline]
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fn create_msaa_target_and_its_view(
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device: &ID3D11Device,
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@ -80,7 +80,6 @@ pub(crate) struct WindowsWindowStatePtr {
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impl WindowsWindowState {
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fn new(
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hwnd: HWND,
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transparent: bool,
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cs: &CREATESTRUCTW,
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current_cursor: Option<HCURSOR>,
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display: WindowsDisplay,
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@ -104,7 +103,7 @@ impl WindowsWindowState {
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let border_offset = WindowBorderOffset::default();
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let restore_from_minimized = None;
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// let renderer = windows_renderer::init(gpu_context, hwnd, transparent)?;
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let renderer = DirectXRenderer::new(gpu_context, hwnd, transparent)?;
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let renderer = DirectXRenderer::new(gpu_context, hwnd)?;
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let callbacks = Callbacks::default();
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let input_handler = None;
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let pending_surrogate = None;
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@ -207,7 +206,6 @@ impl WindowsWindowStatePtr {
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fn new(context: &WindowCreateContext, hwnd: HWND, cs: &CREATESTRUCTW) -> Result<Rc<Self>> {
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let state = RefCell::new(WindowsWindowState::new(
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hwnd,
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context.transparent,
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cs,
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context.current_cursor,
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context.display,
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@ -335,7 +333,6 @@ struct WindowCreateContext<'a> {
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handle: AnyWindowHandle,
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hide_title_bar: bool,
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display: WindowsDisplay,
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transparent: bool,
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is_movable: bool,
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min_size: Option<Size<Pixels>>,
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executor: ForegroundExecutor,
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@ -381,11 +378,13 @@ impl WindowsWindow {
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.unwrap_or(""),
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);
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let (dwexstyle, mut dwstyle) = if params.kind == WindowKind::PopUp {
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(WS_EX_TOOLWINDOW | WS_EX_LAYERED, WINDOW_STYLE(0x0))
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(
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WS_EX_TOOLWINDOW | WS_EX_NOREDIRECTIONBITMAP,
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WINDOW_STYLE(0x0),
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)
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} else {
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(
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WS_EX_APPWINDOW | WS_EX_NOREDIRECTIONBITMAP,
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// WS_EX_APPWINDOW | WS_EX_LAYERED,
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WS_THICKFRAME | WS_SYSMENU | WS_MAXIMIZEBOX | WS_MINIMIZEBOX,
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)
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};
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@ -403,7 +402,6 @@ impl WindowsWindow {
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handle,
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hide_title_bar,
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display,
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transparent: false,
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is_movable: params.is_movable,
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min_size: params.window_min_size,
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executor,
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@ -455,14 +453,6 @@ impl WindowsWindow {
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state: WindowOpenState::Windowed,
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});
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}
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// The render pipeline will perform compositing on the GPU when the
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// swapchain is configured correctly (see downstream of
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// update_transparency).
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// The following configuration is a one-time setup to ensure that the
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// window is going to be composited with per-pixel alpha, but the render
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// pipeline is responsible for effectively calling UpdateLayeredWindow
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// at the appropriate time.
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// unsafe { SetLayeredWindowAttributes(hwnd, COLORREF(0), 255, LWA_ALPHA)? };
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Ok(Self(state_ptr))
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}
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@ -707,26 +697,21 @@ impl PlatformWindow for WindowsWindow {
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}
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fn set_background_appearance(&self, background_appearance: WindowBackgroundAppearance) {
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let mut window_state = self.0.state.borrow_mut();
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window_state
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.renderer
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.update_transparency(background_appearance)
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.context("Updating window transparency")
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.log_err();
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let hwnd = self.0.hwnd;
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match background_appearance {
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WindowBackgroundAppearance::Opaque => {
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// ACCENT_DISABLED
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set_window_composition_attribute(window_state.hwnd, None, 0);
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set_window_composition_attribute(hwnd, None, 0);
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}
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WindowBackgroundAppearance::Transparent => {
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// Use ACCENT_ENABLE_TRANSPARENTGRADIENT for transparent background
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set_window_composition_attribute(window_state.hwnd, None, 2);
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set_window_composition_attribute(hwnd, None, 2);
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}
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WindowBackgroundAppearance::Blurred => {
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// Enable acrylic blur
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// ACCENT_ENABLE_ACRYLICBLURBEHIND
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set_window_composition_attribute(window_state.hwnd, Some((0, 0, 0, 0)), 4);
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set_window_composition_attribute(hwnd, Some((0, 0, 0, 0)), 4);
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}
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}
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}
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