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kc3-lang/angle/src/libGLESv2/renderer/SwapChain9.cpp

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  • Author : shannon.woods%transgaming.com@gtempaccount.com
    Date : 2013-04-13 03:35:32
    Hash : 8bce3f59
    Message : Add SwapChain::recreate for dealing with certain cases of lost devices. See https://code.google.com/p/angleproject/source/detail?r=1993 TRAC #22826 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2107 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/SwapChain9.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2012-2013 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.
    //
    
    // SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
    
    #include "libGLESv2/renderer/SwapChain9.h"
    #include "libGLESv2/renderer/renderer9_utils.h"
    #include "libGLESv2/renderer/Renderer9.h"
    
    namespace rx
    {
    
    SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
                           GLenum backBufferFormat, GLenum depthBufferFormat)
        : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
    {
        mSwapChain = NULL;
        mBackBuffer = NULL;
        mDepthStencil = NULL;
        mRenderTarget = NULL;
        mOffscreenTexture = NULL;
        mWidth = -1;
        mHeight = -1;
        mSwapInterval = -1;
    }
    
    SwapChain9::~SwapChain9()
    {
        release();
    }
    
    void SwapChain9::release()
    {
        if (mSwapChain)
        {
            mSwapChain->Release();
            mSwapChain = NULL;
        }
    
        if (mBackBuffer)
        {
            mBackBuffer->Release();
            mBackBuffer = NULL;
        }
    
        if (mDepthStencil)
        {
            mDepthStencil->Release();
            mDepthStencil = NULL;
        }
    
        if (mRenderTarget)
        {
            mRenderTarget->Release();
            mRenderTarget = NULL;
        }
    
        if (mOffscreenTexture)
        {
            mOffscreenTexture->Release();
            mOffscreenTexture = NULL;
        }
    
        if (mWindow)
            mShareHandle = NULL;
    }
    
    static DWORD 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;
    }
    
    EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight)
    {
        // D3D9 does not support resizing swap chains without recreating them
        return reset(backbufferWidth, backbufferHeight, mSwapInterval);
    }
    
    EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
    {
        IDirect3DDevice9 *device = mRenderer->getDevice();
    
        if (device == NULL)
        {
            return EGL_BAD_ACCESS;
        }
    
        // 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();
    
        HRESULT result;
    
        // Release specific resources to free up memory for the new render target, while the
        // old render target still exists for the purpose of preserving its contents.
        if (mSwapChain)
        {
            mSwapChain->Release();
            mSwapChain = NULL;
        }
    
        if (mBackBuffer)
        {
            mBackBuffer->Release();
            mBackBuffer = NULL;
        }
    
        if (mOffscreenTexture)
        {
            mOffscreenTexture->Release();
            mOffscreenTexture = NULL;
        }
    
        if (mDepthStencil)
        {
            mDepthStencil->Release();
            mDepthStencil = NULL;
        }
    
        HANDLE *pShareHandle = NULL;
        if (!mWindow && mRenderer->getShareHandleSupport())
        {
            pShareHandle = &mShareHandle;
        }
    
        result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
                                       gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
                                       &mOffscreenTexture, pShareHandle);
        if (FAILED(result))
        {
            ERR("Could not create offscreen texture: %08lX", result);
            release();
    
            if (d3d9::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }
    
        IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
    
        result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
        ASSERT(SUCCEEDED(result));
    
        if (oldRenderTarget)
        {
            RECT rect =
            {
                0, 0,
                mWidth, mHeight
            };
    
            if (rect.right > static_cast<LONG>(backbufferWidth))
            {
                rect.right = backbufferWidth;
            }
    
            if (rect.bottom > static_cast<LONG>(backbufferHeight))
            {
                rect.bottom = backbufferHeight;
            }
    
            mRenderer->endScene();
    
            result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
            ASSERT(SUCCEEDED(result));
    
            oldRenderTarget->Release();
        }
    
        if (mWindow)
        {
            D3DPRESENT_PARAMETERS presentParameters = {0};
            presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat);
            presentParameters.BackBufferCount = 1;
            presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat);
            presentParameters.EnableAutoDepthStencil = FALSE;
            presentParameters.Flags = 0;
            presentParameters.hDeviceWindow = mWindow;
            presentParameters.MultiSampleQuality = 0;                  // FIXME: Unimplemented
            presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;   // FIXME: Unimplemented
            presentParameters.PresentationInterval = convertInterval(swapInterval);
            presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
            presentParameters.Windowed = TRUE;
            presentParameters.BackBufferWidth = backbufferWidth;
            presentParameters.BackBufferHeight = backbufferHeight;
    
            // http://crbug.com/140239
            // http://crbug.com/143434
            //
            // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
            // when using the integrated Intel. This rounds the width up rather than down.
            //
            // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
            // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
            if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
            {
                presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
            }
    
            result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
    
                ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
                release();
    
                if (d3d9::isDeviceLostError(result))
                {
                    return EGL_CONTEXT_LOST;
                }
                else
                {
                    return EGL_BAD_ALLOC;
                }
            }
    
            result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
            ASSERT(SUCCEEDED(result));
            InvalidateRect(mWindow, NULL, FALSE);
        }
    
        if (mDepthBufferFormat != GL_NONE)
        {
            result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
                                                       gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat),
                                                       D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);
    
                ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
                release();
    
                if (d3d9::isDeviceLostError(result))
                {
                    return EGL_CONTEXT_LOST;
                }
                else
                {
                    return EGL_BAD_ALLOC;
                }
            }
        }
    
        mWidth = backbufferWidth;
        mHeight = backbufferHeight;
        mSwapInterval = swapInterval;
    
        return EGL_SUCCESS;
    }
    
    // parameters should be validated/clamped by caller
    EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
    {
        if (!mSwapChain)
        {
            return EGL_SUCCESS;
        }
    
        IDirect3DDevice9 *device = mRenderer->getDevice();
    
        // 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);
    
        device->SetRenderTarget(0, mBackBuffer);
        device->SetDepthStencilSurface(NULL);
    
        device->SetTexture(0, mOffscreenTexture);
        device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
        device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
        device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
        device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
        device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
        device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
        device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
    
        D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
        device->SetViewport(&viewport);
    
        float x1 = x - 0.5f;
        float y1 = (mHeight - y - height) - 0.5f;
        float x2 = (x + width) - 0.5f;
        float y2 = (mHeight - y) - 0.5f;
    
        float u1 = x / float(mWidth);
        float v1 = y / float(mHeight);
        float u2 = (x + width) / float(mWidth);
        float v2 = (y + height) / float(mHeight);
    
        float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
                            {x2, y1, 0.0f, 1.0f, u2, v2},
                            {x2, y2, 0.0f, 1.0f, u2, v1},
                            {x1, y2, 0.0f, 1.0f, u1, v1}};   // x, y, z, rhw, u, v
    
        mRenderer->startScene();
        device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
        mRenderer->endScene();
    
        device->SetTexture(0, NULL);
    
        RECT rect =
        {
            x, mHeight - y - height,
            x + width, mHeight - y
        };
    
        HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);
    
        mRenderer->markAllStateDirty();
    
        if (d3d9::isDeviceLostError(result))
        {
            return EGL_CONTEXT_LOST;
        }
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
        {
            return EGL_BAD_ALLOC;
        }
    
        ASSERT(SUCCEEDED(result));
    
        return EGL_SUCCESS;
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *SwapChain9::getRenderTarget()
    {
        if (mRenderTarget)
        {
            mRenderTarget->AddRef();
        }
    
        return mRenderTarget;
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *SwapChain9::getDepthStencil()
    {
        if (mDepthStencil)
        {
            mDepthStencil->AddRef();
        }
    
        return mDepthStencil;
    }
    
    // Increments refcount on texture.
    // caller must Release() the returned texture
    IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
    {
        if (mOffscreenTexture)
        {
            mOffscreenTexture->AddRef();
        }
    
        return mOffscreenTexture;
    }
    
    SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain)
    {
        ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain));
        return static_cast<rx::SwapChain9*>(swapChain);
    }
    
    void SwapChain9::recreate()
    {
        if (!mSwapChain)
        {
            return;
        }
    
        IDirect3DDevice9 *device = mRenderer->getDevice();
        if (device == NULL)
        {
            return;
        }
    
        D3DPRESENT_PARAMETERS presentParameters;
        HRESULT result = mSwapChain->GetPresentParameters(&presentParameters);
        ASSERT(SUCCEEDED(result));
    
        IDirect3DSwapChain9* newSwapChain = NULL;
        result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain);
        if (FAILED(result))
        {
            return;
        }
    
        mSwapChain->Release();
        mSwapChain = newSwapChain;
    
        mBackBuffer->Release();
        result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
        ASSERT(SUCCEEDED(result));
    }
    
    }