diff options
Diffstat (limited to 'Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp')
-rw-r--r-- | Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp | 431 |
1 files changed, 431 insertions, 0 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp b/Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp new file mode 100644 index 0000000..a5638d4 --- /dev/null +++ b/Source/ThirdParty/ANGLE/src/libEGL/Surface.cpp @@ -0,0 +1,431 @@ +// +// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Surface.cpp: Implements the egl::Surface class, representing a drawing surface +// such as the client area of a window, including any back buffers. +// Implements EGLSurface and related functionality. [EGL 1.4] section 2.2 page 3. + +#include "libEGL/Surface.h" + +#include "common/debug.h" + +#include "libEGL/main.h" +#include "libEGL/Display.h" + +namespace egl +{ +Surface::Surface(Display *display, const Config *config, HWND window) + : mDisplay(display), mConfig(config), mWindow(window) +{ + mSwapChain = NULL; + mDepthStencil = NULL; + mBackBuffer = NULL; + mRenderTarget = NULL; + mFlipTexture = NULL; + mFlipState = NULL; + mPreFlipState = NULL; + + mPixelAspectRatio = (EGLint)(1.0 * EGL_DISPLAY_SCALING); // FIXME: Determine actual pixel aspect ratio + mRenderBuffer = EGL_BACK_BUFFER; + mSwapBehavior = EGL_BUFFER_PRESERVED; + + resetSwapChain(); +} + +Surface::~Surface() +{ + if (mSwapChain) + { + mSwapChain->Release(); + } + + if (mBackBuffer) + { + mBackBuffer->Release(); + } + + if (mRenderTarget) + { + mRenderTarget->Release(); + } + + if (mDepthStencil) + { + mDepthStencil->Release(); + } + + if (mFlipTexture) + { + mFlipTexture->Release(); + } + + if (mFlipState) + { + mFlipState->Release(); + } + + if (mPreFlipState) + { + mPreFlipState->Release(); + } +} + +void Surface::resetSwapChain() +{ + IDirect3DDevice9 *device = mDisplay->getDevice(); + + D3DPRESENT_PARAMETERS presentParameters = {0}; + + presentParameters.AutoDepthStencilFormat = mConfig->mDepthStencilFormat; + presentParameters.BackBufferCount = 1; + presentParameters.BackBufferFormat = mConfig->mRenderTargetFormat; + presentParameters.EnableAutoDepthStencil = FALSE; + presentParameters.Flags = 0; + presentParameters.hDeviceWindow = getWindowHandle(); + presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented + presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented + presentParameters.PresentationInterval = Display::convertInterval(mConfig->mMinSwapInterval); + presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + presentParameters.Windowed = TRUE; + + RECT windowRect; + if (!GetClientRect(getWindowHandle(), &windowRect)) + { + ASSERT(false); + return; + } + + presentParameters.BackBufferWidth = windowRect.right - windowRect.left; + presentParameters.BackBufferHeight = windowRect.bottom - windowRect.top; + + IDirect3DSwapChain9 *swapChain = NULL; + HRESULT result = device->CreateAdditionalSwapChain(&presentParameters, &swapChain); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + + ERR("Could not create additional swap chains: %08lX", result); + return error(EGL_BAD_ALLOC); + } + + IDirect3DSurface9 *depthStencilSurface = NULL; + result = device->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, + presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType, + presentParameters.MultiSampleQuality, FALSE, &depthStencilSurface, NULL); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + + swapChain->Release(); + + ERR("Could not create depthstencil surface for new swap chain: %08lX", result); + return error(EGL_BAD_ALLOC); + } + + IDirect3DSurface9 *renderTarget = NULL; + result = device->CreateRenderTarget(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, presentParameters.BackBufferFormat, + presentParameters.MultiSampleType, presentParameters.MultiSampleQuality, FALSE, &renderTarget, NULL); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + + swapChain->Release(); + depthStencilSurface->Release(); + + ERR("Could not create render target surface for new swap chain: %08lX", result); + return error(EGL_BAD_ALLOC); + } + + ASSERT(SUCCEEDED(result)); + + IDirect3DTexture9 *flipTexture = NULL; + result = device->CreateTexture(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, 1, D3DUSAGE_RENDERTARGET, + presentParameters.BackBufferFormat, D3DPOOL_DEFAULT, &flipTexture, NULL); + + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + + swapChain->Release(); + depthStencilSurface->Release(); + renderTarget->Release(); + + ERR("Could not create flip texture for new swap chain: %08lX", result); + return error(EGL_BAD_ALLOC); + } + + IDirect3DSurface9 *backBuffer = NULL; + swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); + + if (mSwapChain) mSwapChain->Release(); + if (mDepthStencil) mDepthStencil->Release(); + if (mBackBuffer) mBackBuffer->Release(); + if (mRenderTarget) mRenderTarget->Release(); + if (mFlipTexture) mFlipTexture->Release(); + + mWidth = presentParameters.BackBufferWidth; + mHeight = presentParameters.BackBufferHeight; + + mSwapChain = swapChain; + mDepthStencil = depthStencilSurface; + mBackBuffer = backBuffer; + mRenderTarget = renderTarget; + mFlipTexture = flipTexture; + + // The flip state block recorded mFlipTexture so it is now invalid. + releaseRecordedState(device); +} + +HWND Surface::getWindowHandle() +{ + return mWindow; +} + +void Surface::writeRecordableFlipState(IDirect3DDevice9 *device) +{ + // Disable all pipeline operations + device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); + device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED); + device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE); + device->SetPixelShader(NULL); + device->SetVertexShader(NULL); + + // Just sample the texture + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTexture(0, NULL); // The actual texture will change after resizing. But the pre-flip state block must save/restore the texture. + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); + device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); + + device->SetStreamSourceFreq(0, 1); // DrawPrimitiveUP only cares about stream 0, not the rest. +} + +void Surface::applyFlipState(IDirect3DDevice9 *device) +{ + HRESULT hr; + + if (mFlipState == NULL) + { + // Create two state blocks both recording the states that are changed when swapping. + + // mPreFlipState will record the original state each entry. + hr = device->BeginStateBlock(); + ASSERT(SUCCEEDED(hr)); + writeRecordableFlipState(device); + hr = device->EndStateBlock(&mPreFlipState); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + + if (SUCCEEDED(hr)) + { + mPreFlipState->Capture(); + } + + // mFlipState will record the state for the swap operation. + hr = device->BeginStateBlock(); + ASSERT(SUCCEEDED(hr)); + + writeRecordableFlipState(device); + + hr = device->EndStateBlock(&mFlipState); + ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); + + if (FAILED(hr)) + { + mFlipState = NULL; + mPreFlipState->Release(); + mPreFlipState = NULL; + } + else + { + hr = mFlipState->Apply(); + ASSERT(SUCCEEDED(hr)); + } + } + else + { + hr = mPreFlipState->Capture(); + ASSERT(SUCCEEDED(hr)); + hr = mFlipState->Apply(); + ASSERT(SUCCEEDED(hr)); + } + + device->GetRenderTarget(0, &mPreFlipBackBuffer); + device->GetDepthStencilSurface(&mPreFlipDepthStencil); + + device->SetRenderTarget(0, mBackBuffer); + device->SetDepthStencilSurface(NULL); +} + +void Surface::restoreState(IDirect3DDevice9 *device) +{ + mPreFlipState->Apply(); + + device->SetRenderTarget(0, mPreFlipBackBuffer); + device->SetDepthStencilSurface(mPreFlipDepthStencil); + + if (mPreFlipBackBuffer) + { + mPreFlipBackBuffer->Release(); + mPreFlipBackBuffer = NULL; + } + + if (mPreFlipDepthStencil) + { + mPreFlipDepthStencil->Release(); + mPreFlipDepthStencil = NULL; + } +} + +// On the next flip, this will cause the state to be recorded from scratch. +// In particular we need to do this if the flip texture changes. +void Surface::releaseRecordedState(IDirect3DDevice9 *device) +{ + if (mFlipState) + { + mFlipState->Release(); + mFlipState = NULL; + } + + if (mPreFlipState) + { + mPreFlipState->Release(); + mPreFlipState = NULL; + } +} + +bool Surface::checkForWindowResize() +{ + RECT client; + if (!GetClientRect(getWindowHandle(), &client)) + { + ASSERT(false); + return false; + } + + if (getWidth() != client.right - client.left || getHeight() != client.bottom - client.top) + { + resetSwapChain(); + + if (static_cast<egl::Surface*>(getCurrentDrawSurface()) == this) + { + glMakeCurrent(glGetCurrentContext(), static_cast<egl::Display*>(getCurrentDisplay()), this); + } + + return true; + } + + return false; +} + +bool Surface::swap() +{ + if (mSwapChain) + { + IDirect3DTexture9 *flipTexture = mFlipTexture; + flipTexture->AddRef(); + + IDirect3DSurface9 *renderTarget = mRenderTarget; + renderTarget->AddRef(); + + EGLint oldWidth = mWidth; + EGLint oldHeight = mHeight; + + checkForWindowResize(); + + IDirect3DDevice9 *device = mDisplay->getDevice(); + + IDirect3DSurface9 *textureSurface; + flipTexture->GetSurfaceLevel(0, &textureSurface); + + mDisplay->endScene(); + device->StretchRect(renderTarget, NULL, textureSurface, NULL, D3DTEXF_NONE); + renderTarget->Release(); + + applyFlipState(device); + device->SetTexture(0, flipTexture); + + float xscale = (float)mWidth / oldWidth; + float yscale = (float)mHeight / oldHeight; + + // Render the texture upside down into the back buffer + // Texcoords are chosen to pin a potentially resized image into the upper-left corner without scaling. + float quad[4][6] = {{ 0 - 0.5f, 0 - 0.5f, 0.0f, 1.0f, 0.0f, 1.0f }, + {mWidth - 0.5f, 0 - 0.5f, 0.0f, 1.0f, xscale, 1.0f }, + {mWidth - 0.5f, mHeight - 0.5f, 0.0f, 1.0f, xscale, 1.0f-yscale}, + { 0 - 0.5f, mHeight - 0.5f, 0.0f, 1.0f, 0.0f, 1.0f-yscale}}; // x, y, z, rhw, u, v + + mDisplay->startScene(); + device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float)); + + flipTexture->Release(); + textureSurface->Release(); + + restoreState(device); + + mDisplay->endScene(); + HRESULT result = mSwapChain->Present(NULL, NULL, NULL, NULL, mDisplay->getPresentInterval()); + + if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR) + { + return error(EGL_BAD_ALLOC, false); + } + + if (result == D3DERR_DEVICELOST) + { + return error(EGL_CONTEXT_LOST, false); + } + + ASSERT(SUCCEEDED(result)); + + } + + return true; +} + +EGLint Surface::getWidth() const +{ + return mWidth; +} + +EGLint Surface::getHeight() const +{ + return mHeight; +} + +IDirect3DSurface9 *Surface::getRenderTarget() +{ + if (mRenderTarget) + { + mRenderTarget->AddRef(); + } + + return mRenderTarget; +} + +IDirect3DSurface9 *Surface::getDepthStencil() +{ + if (mDepthStencil) + { + mDepthStencil->AddRef(); + } + + return mDepthStencil; +} +} |