// // 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(getCurrentDrawSurface()) == this) { glMakeCurrent(glGetCurrentContext(), static_cast(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; } }