Hash :
f0d10f89
Author :
Date :
2015-03-31T12:56:52
Replace non-copyable macro with a helper class. This class provides a simpler scheme for blocking default copy and assignment operators. It also reduces the amount of code needed since it's inherited to child classes. This also fixes the conflict between our macro and the same-named macro in Chromium code. BUG=angleproject:956 Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f Reviewed-on: https://chromium-review.googlesource.com/263257 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
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//
// 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.
//
// Blit9.cpp: Surface copy utility class.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include <GLES2/gl2.h>
namespace gl
{
class Framebuffer;
struct Offset;
}
namespace rx
{
class Renderer9;
class TextureStorage;
class Blit9 : angle::NonCopyable
{
public:
explicit Blit9(Renderer9 *renderer);
~Blit9();
gl::Error initialize();
// Copy from source surface to dest surface.
// sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
gl::Error copy2D(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level);
gl::Error copyCube(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level);
// Copy from source surface to dest surface.
// sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
// source is interpreted as RGBA and destFormat specifies the desired result format. For example, if destFormat = GL_RGB, the alpha channel will be forced to 0.
gl::Error formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest);
// 2x2 box filter sample from source to dest.
// Requires that source is RGB(A) and dest has the same format as source.
gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
private:
Renderer9 *mRenderer;
bool mGeometryLoaded;
IDirect3DVertexBuffer9 *mQuadVertexBuffer;
IDirect3DVertexDeclaration9 *mQuadVertexDeclaration;
gl::Error setFormatConvertShaders(GLenum destFormat);
gl::Error copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest);
gl::Error copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect, IDirect3DTexture9 **outTexture);
void setViewport(const RECT &sourceRect, const gl::Offset &offset);
void setCommonBlitState();
RECT getSurfaceRect(IDirect3DSurface9 *surface) const;
// This enum is used to index mCompiledShaders and mShaderSource.
enum ShaderId
{
SHADER_VS_STANDARD,
SHADER_VS_FLIPY,
SHADER_PS_PASSTHROUGH,
SHADER_PS_LUMINANCE,
SHADER_PS_COMPONENTMASK,
SHADER_COUNT
};
// This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown.
IUnknown *mCompiledShaders[SHADER_COUNT];
template <class D3DShaderType>
gl::Error setShader(ShaderId source, const char *profile,
gl::Error (Renderer9::*createShader)(const DWORD *, size_t length, D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*));
gl::Error setVertexShader(ShaderId shader);
gl::Error setPixelShader(ShaderId shader);
void render();
void saveState();
void restoreState();
IDirect3DStateBlock9 *mSavedStateBlock;
IDirect3DSurface9 *mSavedRenderTarget;
IDirect3DSurface9 *mSavedDepthStencil;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_