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The Care and Feeding of Modern Swap Chains (part 1)

direct3d

Chuck Walbourn -

The original idea for Microsoft DirectX Graphics Infrastructure (DXGI) was to factor out creating swapchains and enumerating monitor resolutions from the evolution of Direct3D, and that DXGI would be basically the same for a long time. Alas, in practice that’s not remotely true, and DXGI has changed with every update of Direct3D and/or Windows. As a result, the “right” way to use DXGI has changed as well. The basic recommendations on Microsoft Docs are still a good place to start, but there are a number of important areas that need more explanation.

Old vs. new flip modes

The original “swap effects” were DXGI_SWAP_EFFECT_DISCARD and DXGI_SWAP_EFFECT_SEQUENTIAL. The choice here is between “game-style” rendering where you create an entirely new image every frame, and “presentation-style” rendering where you just draw updates over the existing image. These were both designed for the needs of classic Win32 windows, and was a less complex support matrix than the four+ different swap effects of Direct3D 9. These are collectively referred to a “blt-style”.

Over the life of Direct3D 10 and Direct3D 11, and in particular adding support for the “CoreWindow” model used by “Metro style apps”–a.k.a. “Tailored apps” a.k.a. “Windows Store apps” that eventually morphed into “Universal Windows Platform (UWP) apps”–, the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL swap effect was introduced for Windows 8/DXGI 1.2. This allows the data to be fed to the Desktop Windows Compositor more efficiently.

For Windows 10/DXGI 1.4, DXGI_SWAP_EFFECT_FLIP_DISCARD was added as well. DirectX 12 devices were made to only support the new DXGI_SWAP_EFFECT_FLIP_* models, with the intention of having games & applications ‘modernize’ their DXGI usage for classic Win32 applications.

A number of improvements have been made to swap chain performance, and for ‘back compat’ reasons these changes are heavily focused on the newer “flip-style” modes. At this point, it’s recommended that DirectX 11 apps prefer to use the ‘flip-modes’ as discussed on the DirectX Developer Blog, and DirectX 12 apps must use them.

ComPtr<IDXGIFactory4> factory4;
if (FAILED(m_dxgiFactory.As(&factory4)))
{
    m_options &= ~c_FlipPresent;
}
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
...
swapChainDesc.SwapEffect = (m_options & c_FlipPresent)
    ? DXGI_SWAP_EFFECT_FLIP_DISCARD
    : DXGI_SWAP_EFFECT_DISCARD;

For more implementation details, especially handling older versions of Windows, see the DX11 DeviceResources.

For anyone who has looked at D3D12 on Windows 7, there’s a lot of weirdness and limitations around handling the swapchain present since Windows 7 doesn’t support the newer flip modes.

See Microsoft Docs

Scaling modes

Another swap chain feature introduced with DirectX 11.1/Window 8/DXGI 1.2 was controlling how to handle the case where the “swapchain buffer” was not the same dimension as the target output window. DXGI_SCALING_STRETCH was the original behavior of doing a StretchBlt, with DXGI_SCALING_NODE being an option to have the image just drawn in the middle with a background color (only supported for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL).

A more interesting DXGI_SCALING_ASPECT_RATIO_STRETCH mode was added for Windows Phone 8 and Windows 10/DXGI 1.4, which automatically supports “letter-boxing”. It’s an awesomely useful mode for dealing with scaling backbuffer size for performance (more on that later), but alas is only implemented for “CoreWindow” and “DirectComposition”-enabled Windows, not classic Win32 windows.

See Microsoft Docs

Gamma-correct rendering

This bring us to the first major behavioral difference between “old blt-style” and “new flip-style”: the handling of sRGB colorspace formats for render targets. As for why it matters, I’m not going to explain it in detail here. There are a number of good references below, but in short when you read a pixel from your typical r8g8b8a8 texture, you need to remove the gamma curve, do all your lighting math, then apply the gamma curve as you write the pixel into your render target for everything to be “not too dark” and “not too bright”.

There are two ways to express this behavior.

  1. The first is to use DXGI_FORMAT_*_SRGB when you create the resource:
// Create texture
D3D11_TEXTURE2D_DESC desc = {};
...
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = device->CreateTexture2D(&desc, nullptr, &tex);

When you create a ShaderResourceView or a RenderTargetView, you just default to using the same format as the resource:

D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
hr = device->CreateShaderResourceView(tex, &srvDesc, &srv);
// -or-
hr = device->CreateShaderResourceView(tex, nullptr, &srv);
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
...
rtvDesc.Format = desc.Format;
hr = device->CreateRenderTargetView(tex, &rtvDesc, &rtv);
// -or-
hr = device->CreateRenderTargetView(tex, nullptr, &rtv);
  1. The second way you can express the same thing is to use the non-sRGB format for the resource, but to create the view using the matching DXGI_FORMAT_*_SRGB format:
// Create texture
D3D11_TEXTURE2D_DESC desc = {};
...
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = device->CreateTexture2D(&desc, nullptr, &tex);

When you create a ShaderResourceView or a RenderTargetView, you indicate it’s to use the sRGB degamma/gamma behavior:

D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = device->CreateShaderResourceView(tex, &srvDesc, &srv);
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
...
rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = device->CreateRenderTargetView(tex, &rtvDesc, &rtv);

Both approaches work, and the hardware does the exact same thing in both cases. The difference is that logically the resource is “just a bag of bits”, where the sRGB gamma/de-gamma behavior is really an aspect of “interpreting the bits”, i.e. part of the view.

All the same logic applies for DirectX 12 using D3D12_RESOURCE_DESC, CreateCommittedResource, CreateShaderResourceView, and CreateRenderTargetView.

Backbuffers

So what does this have to do with a swap chain? If you are using the “blt-style” swap-effect, you can use either approach when setting up a gamma-correct 8-bit-per-channel render target.

  1. Using the DXGI_FORMAT_*_SRGB format for the backbuffer:
DXGI_SWAP_CHAIN_DESC1 scDesc = {};
scDesc.Width = backBufferWidth;
scDesc.Height = backBufferHeight;
scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
scDesc.SampleDesc.Count = 1;
scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scDesc.BufferCount = backBufferCount;
scDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsDesc = {};
fsSwapChainDesc.Windowed = TRUE;

hr = dxgiFactory->CreateSwapChainForHwnd(device, hwnd, &scDesc,
    &fsDesc, nullptr, &swapchain);
if (FAILED(hr)) // error

hr = swapchain->GetBuffer(0, &backBuffer);
if (FAILED(hr)) // error

hr = device->CreateRenderTargetView(backBuffer, nullptr, &rtv);
if (FAILED(hr)) // error
  1. Use the non-sRGB format for the backbuffer, but the matching DXGI_FORMAT_*_SRGB for the view:
DXGI_SWAP_CHAIN_DESC1 scDesc = {};
scDesc.Width = backBufferWidth;
scDesc.Height = backBufferHeight;
scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scDesc.SampleDesc.Count = 1;
scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scDesc.BufferCount = backBufferCount;
scDesc.SwapEffect = ...;

DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsDesc = {};
fsSwapChainDesc.Windowed = TRUE;

hr = dxgiFactory->CreateSwapChainForHwnd(device, hwnd, &scDesc,
    &fsDesc, nullptr, &swapchain);
if (FAILED(hr)) // error

hr = swapchain->GetBuffer(0, &backBuffer);
if (FAILED(hr)) // error

D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = device->CreateRenderTargetView(backBuffer, &rtvDesc, &rtv);
if (FAILED(hr)) // error

For the recommended for DirectX 11–required for DirectX 12 & UWP–“flip-style” swap effects, you can only use the second definition. If you try to use the first one, you get the HRESULT DXGI_ERROR_INVALID_CALL (0x887a0001).

If you have DXGI debugging enabled, you’ll get this “wall of text” debug output:

DXGI ERROR: IDXGIFactory::CreateSwapChain: Flip model swapchains
(DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD)
only support the following Formats: (DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R10G10B10A2_UNORM), assuming the underlying Device
does as well.
DXGI_SWAP_CHAIN_DESC{ SwapChainType = ..._HWND,
BufferDesc = DXGI_MODE_DESC1{Width = 800, Height = 600,
RefreshRate = DXGI_RATIONAL{ Numerator = 0, Denominator = 0 },
Format = B8G8R8A8_UNORM_SRGB, ScanlineOrdering = ..._UNSPECIFIED,
Scaling = ..._UNSPECIFIED, Stereo = FALSE },
SampleDesc = DXGI_SAMPLE_DESC{ Count = 1, Quality = 0 },
BufferUsage = 0x20, BufferCount = 2,
OutputWindow = 0x002B03F6, Scaling = ..._STRETCH, Windowed = TRUE,
SwapEffect = ..._FLIP_DISCARD, AlphaMode = ..._UNSPECIFIED,
Flags = 0x0 }
[ MISCELLANEOUS ERROR #101: ]

Sample code

For a detailed C++ implementation handling this behavior, see:

  • DeviceResources for DirectX 11 Win32 and/or UWP
  • DeviceResources for DirectX 12 Win32 and/or UWP

References

Gamma correction

Linear-Space Lighting (i.e. Gamma)

Chapter 24. The Importance of Being Linear, GPU Gems 3

Gamma-correct rendering

Additional Topics

See also: Anatomy of Direct3D 12 Create Device, Anatomy of Direct3D 11 Create Device, HDR Lighting and Displays