// // 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 #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; 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; mSwapInterval = -1; setSwapInterval(1); subclassWindow(); resetSwapChain(); } Surface::~Surface() { unsubclassWindow(); release(); } void Surface::release() { if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBuffer) { mBackBuffer->Release(); mBackBuffer = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } if (mFlipTexture) { mFlipTexture->Release(); mFlipTexture = NULL; } if (mFlipState) { mFlipState->Release(); mFlipState = NULL; } if (mPreFlipState) { mPreFlipState->Release(); mPreFlipState = NULL; } } void Surface::resetSwapChain() { RECT windowRect; if (!GetClientRect(getWindowHandle(), &windowRect)) { ASSERT(false); ERR("Could not retrieve the window dimensions"); return; } resetSwapChain(windowRect.right - windowRect.left, windowRect.bottom - windowRect.top); } void Surface::resetSwapChain(int backbufferWidth, int backbufferHeight) { IDirect3DDevice9 *device = mDisplay->getDevice(); if (device == NULL) { return; } // Evict all non-render target textures to system memory and release all resources // before reallocating them to free up as much video memory as possible. device->EvictManagedResources(); release(); 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 = mPresentInterval; presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParameters.Windowed = TRUE; presentParameters.BackBufferWidth = backbufferWidth; presentParameters.BackBufferHeight = backbufferHeight; HRESULT result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); ERR("Could not create additional swap chains: %08lX", result); release(); return error(EGL_BAD_ALLOC); } result = device->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType, presentParameters.MultiSampleQuality, FALSE, &mDepthStencil, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); ERR("Could not create depthstencil surface for new swap chain: %08lX", result); release(); return error(EGL_BAD_ALLOC); } ASSERT(SUCCEEDED(result)); result = device->CreateTexture(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight, 1, D3DUSAGE_RENDERTARGET, presentParameters.BackBufferFormat, D3DPOOL_DEFAULT, &mFlipTexture, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); ERR("Could not create flip texture for new swap chain: %08lX", result); release(); return error(EGL_BAD_ALLOC); } mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); mWidth = presentParameters.BackBufferWidth; mHeight = presentParameters.BackBufferHeight; mPresentIntervalDirty = false; InvalidateRect(mWindow, NULL, FALSE); // 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->SetRenderState(D3DRS_SCISSORTESTENABLE, 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); RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle device->SetScissorRect(&scissorRect); D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f}; device->SetViewport(&viewport); } 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) { device->SetRenderTarget(0, mPreFlipBackBuffer); device->SetDepthStencilSurface(mPreFlipDepthStencil); if (mPreFlipBackBuffer) { mPreFlipBackBuffer->Release(); mPreFlipBackBuffer = NULL; } if (mPreFlipDepthStencil) { mPreFlipDepthStencil->Release(); mPreFlipDepthStencil = NULL; } mPreFlipState->Apply(); } // 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; } } #define kSurfaceProperty _TEXT("Egl::SurfaceOwner") #define kParentWndProc _TEXT("Egl::SurfaceParentWndProc") static LRESULT CALLBACK SurfaceWindowProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) { if (message == WM_SIZE) { Surface* surf = reinterpret_cast(GetProp(hwnd, kSurfaceProperty)); if(surf) { surf->checkForOutOfDateSwapChain(); } } WNDPROC prevWndFunc = reinterpret_cast(GetProp(hwnd, kParentWndProc)); return CallWindowProc(prevWndFunc, hwnd, message, wparam, lparam); } void Surface::subclassWindow() { SetLastError(0); LONG oldWndProc = SetWindowLong(mWindow, GWL_WNDPROC, reinterpret_cast(SurfaceWindowProc)); if(oldWndProc == 0 && GetLastError() != ERROR_SUCCESS) { mWindowSubclassed = false; return; } SetProp(mWindow, kSurfaceProperty, reinterpret_cast(this)); SetProp(mWindow, kParentWndProc, reinterpret_cast(oldWndProc)); mWindowSubclassed = true; } void Surface::unsubclassWindow() { if(!mWindowSubclassed) return; // un-subclass LONG parentWndFunc = reinterpret_cast(GetProp(mWindow, kParentWndProc)); // Check the windowproc is still SurfaceWindowProc. // If this assert fails, then it is likely the application has subclassed the // hwnd as well and did not unsubclass before destroying its EGL context. The // application should be modified to either subclass before initializing the // EGL context, or to unsubclass before destroying the EGL context. if(parentWndFunc) { LONG prevWndFunc = SetWindowLong(mWindow, GWL_WNDPROC, parentWndFunc); ASSERT(prevWndFunc == reinterpret_cast(SurfaceWindowProc)); } RemoveProp(mWindow, kSurfaceProperty); RemoveProp(mWindow, kParentWndProc); mWindowSubclassed = false; } bool Surface::checkForOutOfDateSwapChain() { RECT client; if (!GetClientRect(getWindowHandle(), &client)) { ASSERT(false); return false; } // Grow the buffer now, if the window has grown. We need to grow now to avoid losing information. int clientWidth = client.right - client.left; int clientHeight = client.bottom - client.top; bool sizeDirty = clientWidth != getWidth() || clientHeight != getHeight(); if (sizeDirty || mPresentIntervalDirty) { resetSwapChain(clientWidth, clientHeight); if (static_cast(getCurrentDrawSurface()) == this) { glMakeCurrent(glGetCurrentContext(), static_cast(getCurrentDisplay()), this); } return true; } return false; } DWORD Surface::convertInterval(EGLint interval) { switch(interval) { case 0: return D3DPRESENT_INTERVAL_IMMEDIATE; case 1: return D3DPRESENT_INTERVAL_ONE; case 2: return D3DPRESENT_INTERVAL_TWO; case 3: return D3DPRESENT_INTERVAL_THREE; case 4: return D3DPRESENT_INTERVAL_FOUR; default: UNREACHABLE(); } return D3DPRESENT_INTERVAL_DEFAULT; } bool Surface::swap() { if (mSwapChain) { IDirect3DDevice9 *device = mDisplay->getDevice(); applyFlipState(device); device->SetTexture(0, mFlipTexture); // Render the texture upside down into the back buffer // Texcoords are chosen to flip the renderTarget about its Y axis. float w = static_cast(getWidth()); float h = static_cast(getHeight()); float quad[4][6] = {{0 - 0.5f, 0 - 0.5f, 0.0f, 1.0f, 0.0f, 1.0f}, {w - 0.5f, 0 - 0.5f, 0.0f, 1.0f, 1.0f, 1.0f}, {w - 0.5f, h - 0.5f, 0.0f, 1.0f, 1.0f, 0.0f}, {0 - 0.5f, h - 0.5f, 0.0f, 1.0f, 0.0f, 0.0f}}; // x, y, z, rhw, u, v mDisplay->startScene(); device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float)); restoreState(device); mDisplay->endScene(); HRESULT result = mSwapChain->Present(NULL, NULL, NULL, NULL, 0); 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)); checkForOutOfDateSwapChain(); } return true; } EGLint Surface::getWidth() const { return mWidth; } EGLint Surface::getHeight() const { return mHeight; } IDirect3DSurface9 *Surface::getRenderTarget() { IDirect3DSurface9 *textureSurface = NULL; if (mFlipTexture) { mFlipTexture->GetSurfaceLevel(0, &textureSurface); } return textureSurface; } IDirect3DSurface9 *Surface::getDepthStencil() { if (mDepthStencil) { mDepthStencil->AddRef(); } return mDepthStencil; } void Surface::setSwapInterval(EGLint interval) { if (mSwapInterval == interval) { return; } mSwapInterval = interval; mSwapInterval = std::max(mSwapInterval, mDisplay->getMinSwapInterval()); mSwapInterval = std::min(mSwapInterval, mDisplay->getMaxSwapInterval()); mPresentInterval = convertInterval(mSwapInterval); mPresentIntervalDirty = true; } }