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kc3-lang/angle/src/libEGL/Surface.cpp

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  • Author : daniel@transgaming.com
    Date : 2010-05-20 19:18:17
    Hash : 81655a72
    Message : Use instancing for non-array vertex attributes. TRAC #12303 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@314 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libEGL/Surface.cpp
  • //
    // 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, IDirect3DSwapChain9 *swapChain, IDirect3DSurface9 *depthStencil, const Config *config) 
        : mDisplay(display), mSwapChain(swapChain), mDepthStencil(depthStencil), mConfig(config)
    {
        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;
    
        if (mSwapChain)
        {
            mSwapChain->AddRef();
            mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
    
            D3DSURFACE_DESC description;
            mBackBuffer->GetDesc(&description);
    
            mWidth = description.Width;
            mHeight = description.Height;
    
            IDirect3DDevice9 *device = display->getDevice();
            HRESULT result = device->CreateRenderTarget(mWidth, mHeight, description.Format, description.MultiSampleType, description.MultiSampleQuality, FALSE, &mRenderTarget, NULL);
    
            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
            {
                error(EGL_BAD_ALLOC);
    
                return;
            }
    
            ASSERT(SUCCEEDED(result));
    
            result = device->CreateTexture(mWidth, mHeight, 1, D3DUSAGE_RENDERTARGET, description.Format, D3DPOOL_DEFAULT, &mFlipTexture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                error(EGL_BAD_ALLOC);
    
                mRenderTarget->Release();
    
                return;
            }
        }
    }
    
    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();
        }
    }
    
    HWND Surface::getWindowHandle()
    {
        if (mSwapChain)
        {
            D3DPRESENT_PARAMETERS presentParameters;
            mSwapChain->GetPresentParameters(&presentParameters);
    
            return presentParameters.hDeviceWindow;
        }
    
        return NULL;
    }
    
    void Surface::writeRecordableFlipState(IDirect3DDevice9 *device, IDirect3DTexture9 *source)
    {
        // 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, source);
        device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
        device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
        device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
        device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
    
        device->SetStreamSourceFreq(0, 1); // DrawPrimitiveUP only cares about stream 0, not the rest.
    }
    
    void Surface::applyFlipState(IDirect3DDevice9 *device, IDirect3DTexture9 *source)
    {
        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, source);
            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, source);
    
            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;
        }
    }
    
    bool Surface::swap()
    {
        if (mSwapChain)
        {
            IDirect3DDevice9 *device = mDisplay->getDevice();
    
            IDirect3DSurface9 *textureSurface;
            mFlipTexture->GetSurfaceLevel(0, &textureSurface);
    
            mDisplay->endScene();
            device->StretchRect(mRenderTarget, NULL, textureSurface, NULL, D3DTEXF_NONE);
    
            applyFlipState(device, mFlipTexture);
    
            // Render the texture upside down into the back buffer
            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, 1.0f, 1.0f},
                                {mWidth - 0.5f, mHeight - 0.5f, 0.0f, 1.0f, 1.0f, 0.0f},
                                {     0 - 0.5f, mHeight - 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));
    
            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;
    }
    }