Hash :
53ea9cc6
Author :
Date :
2016-05-17T10:12:52
Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2014 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.
//
// Framebuffer9.cpp: Implements the Framebuffer9 class.
#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Texture.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
namespace rx
{
Framebuffer9::Framebuffer9(const gl::FramebufferState &data, Renderer9 *renderer)
: FramebufferD3D(data, renderer), mRenderer(renderer)
{
ASSERT(mRenderer != nullptr);
}
Framebuffer9::~Framebuffer9()
{
}
gl::Error Framebuffer9::discard(size_t, const GLenum *)
{
// Extension not implemented in D3D9 renderer
UNREACHABLE();
return gl::Error(GL_NO_ERROR);
}
gl::Error Framebuffer9::invalidate(size_t, const GLenum *)
{
// Shouldn't ever reach here in D3D9
UNREACHABLE();
return gl::Error(GL_NO_ERROR);
}
gl::Error Framebuffer9::invalidateSub(size_t, const GLenum *, const gl::Rectangle &)
{
// Shouldn't ever reach here in D3D9
UNREACHABLE();
return gl::Error(GL_NO_ERROR);
}
gl::Error Framebuffer9::clearImpl(ContextImpl *context, const ClearParameters &clearParams)
{
const gl::FramebufferAttachment *colorAttachment = mState.getColorAttachment(0);
const gl::FramebufferAttachment *depthStencilAttachment = mState.getDepthOrStencilAttachment();
gl::Error error =
mRenderer->applyRenderTarget(context, colorAttachment, depthStencilAttachment);
if (error.isError())
{
return error;
}
const gl::State &glState = context->getState();
float nearZ = glState.getNearPlane();
float farZ = glState.getFarPlane();
mRenderer->setViewport(glState.getViewport(), nearZ, farZ, GL_TRIANGLES,
glState.getRasterizerState().frontFace, true);
mRenderer->setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
return mRenderer->clear(clearParams, colorAttachment, depthStencilAttachment);
}
gl::Error Framebuffer9::readPixelsImpl(const gl::Rectangle &area,
GLenum format,
GLenum type,
size_t outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixels) const
{
ASSERT(pack.pixelBuffer.get() == nullptr);
const gl::FramebufferAttachment *colorbuffer = mState.getColorAttachment(0);
ASSERT(colorbuffer);
RenderTarget9 *renderTarget = nullptr;
gl::Error error = colorbuffer->getRenderTarget(&renderTarget);
if (error.isError())
{
return error;
}
ASSERT(renderTarget);
IDirect3DSurface9 *surface = renderTarget->getSurface();
ASSERT(surface);
D3DSURFACE_DESC desc;
surface->GetDesc(&desc);
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
SafeRelease(surface);
return gl::Error(GL_OUT_OF_MEMORY, "ReadPixels is unimplemented for multisampled framebuffer attachments.");
}
IDirect3DDevice9 *device = mRenderer->getDevice();
ASSERT(device);
HRESULT result;
IDirect3DSurface9 *systemSurface = nullptr;
bool directToPixels = !pack.reverseRowOrder && pack.alignment <= 4 && mRenderer->getShareHandleSupport() &&
area.x == 0 && area.y == 0 &&
static_cast<UINT>(area.width) == desc.Width && static_cast<UINT>(area.height) == desc.Height &&
desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
if (directToPixels)
{
// Use the pixels ptr as a shared handle to write directly into client's memory
result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &systemSurface, reinterpret_cast<void**>(&pixels));
if (FAILED(result))
{
// Try again without the shared handle
directToPixels = false;
}
}
if (!directToPixels)
{
result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &systemSurface, nullptr);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
SafeRelease(surface);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal texture for ReadPixels.");
}
}
result = device->GetRenderTargetData(surface, systemSurface);
SafeRelease(surface);
if (FAILED(result))
{
SafeRelease(systemSurface);
// It turns out that D3D will sometimes produce more error
// codes than those documented.
if (d3d9::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
}
else
{
UNREACHABLE();
}
return gl::Error(GL_OUT_OF_MEMORY, "Failed to read internal render target data.");
}
if (directToPixels)
{
SafeRelease(systemSurface);
return gl::Error(GL_NO_ERROR);
}
RECT rect;
rect.left = gl::clamp(area.x, 0L, static_cast<LONG>(desc.Width));
rect.top = gl::clamp(area.y, 0L, static_cast<LONG>(desc.Height));
rect.right = gl::clamp(area.x + area.width, 0L, static_cast<LONG>(desc.Width));
rect.bottom = gl::clamp(area.y + area.height, 0L, static_cast<LONG>(desc.Height));
D3DLOCKED_RECT lock;
result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
if (FAILED(result))
{
UNREACHABLE();
SafeRelease(systemSurface);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal render target.");
}
uint8_t *source;
int inputPitch;
if (pack.reverseRowOrder)
{
source = reinterpret_cast<uint8_t*>(lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
inputPitch = -lock.Pitch;
}
else
{
source = reinterpret_cast<uint8_t*>(lock.pBits);
inputPitch = lock.Pitch;
}
const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(d3dFormatInfo.internalFormat);
if (sourceFormatInfo.format == format && sourceFormatInfo.type == type)
{
// Direct copy possible
for (int y = 0; y < rect.bottom - rect.top; y++)
{
memcpy(pixels + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourceFormatInfo.pixelBytes);
}
}
else
{
const d3d9::D3DFormat &sourceD3DFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
ColorCopyFunction fastCopyFunc = sourceD3DFormatInfo.getFastCopyFunction(format, type);
GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(format, type);
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);
if (fastCopyFunc)
{
// Fast copy is possible through some special function
for (int y = 0; y < rect.bottom - rect.top; y++)
{
for (int x = 0; x < rect.right - rect.left; x++)
{
uint8_t *dest = pixels + y * outputPitch + x * destFormatInfo.pixelBytes;
const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
fastCopyFunc(src, dest);
}
}
}
else
{
ColorReadFunction colorReadFunction = sourceD3DFormatInfo.colorReadFunction;
ColorWriteFunction colorWriteFunction = GetColorWriteFunction(format, type);
uint8_t temp[sizeof(gl::ColorF)];
for (int y = 0; y < rect.bottom - rect.top; y++)
{
for (int x = 0; x < rect.right - rect.left; x++)
{
uint8_t *dest = pixels + y * outputPitch + x * destFormatInfo.pixelBytes;
const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
// readFunc and writeFunc will be using the same type of color, CopyTexImage
// will not allow the copy otherwise.
colorReadFunction(src, temp);
colorWriteFunction(temp, dest);
}
}
}
}
systemSurface->UnlockRect();
SafeRelease(systemSurface);
return gl::Error(GL_NO_ERROR);
}
gl::Error Framebuffer9::blitImpl(const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
const gl::Rectangle *scissor,
bool blitRenderTarget,
bool blitDepth,
bool blitStencil,
GLenum filter,
const gl::Framebuffer *sourceFramebuffer)
{
ASSERT(filter == GL_NEAREST);
IDirect3DDevice9 *device = mRenderer->getDevice();
ASSERT(device);
mRenderer->endScene();
if (blitRenderTarget)
{
const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getColorbuffer(0);
ASSERT(readBuffer);
RenderTarget9 *readRenderTarget = nullptr;
gl::Error error = readBuffer->getRenderTarget(&readRenderTarget);
if (error.isError())
{
return error;
}
ASSERT(readRenderTarget);
const gl::FramebufferAttachment *drawBuffer = mState.getColorAttachment(0);
ASSERT(drawBuffer);
RenderTarget9 *drawRenderTarget = nullptr;
error = drawBuffer->getRenderTarget(&drawRenderTarget);
if (error.isError())
{
return error;
}
ASSERT(drawRenderTarget);
// The getSurface calls do an AddRef so save them until after no errors are possible
IDirect3DSurface9* readSurface = readRenderTarget->getSurface();
ASSERT(readSurface);
IDirect3DSurface9* drawSurface = drawRenderTarget->getSurface();
ASSERT(drawSurface);
gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
RECT srcRect;
srcRect.left = sourceArea.x;
srcRect.right = sourceArea.x + sourceArea.width;
srcRect.top = sourceArea.y;
srcRect.bottom = sourceArea.y + sourceArea.height;
RECT dstRect;
dstRect.left = destArea.x;
dstRect.right = destArea.x + destArea.width;
dstRect.top = destArea.y;
dstRect.bottom = destArea.y + destArea.height;
// Clip the rectangles to the scissor rectangle
if (scissor)
{
if (dstRect.left < scissor->x)
{
srcRect.left += (scissor->x - dstRect.left);
dstRect.left = scissor->x;
}
if (dstRect.top < scissor->y)
{
srcRect.top += (scissor->y - dstRect.top);
dstRect.top = scissor->y;
}
if (dstRect.right > scissor->x + scissor->width)
{
srcRect.right -= (dstRect.right - (scissor->x + scissor->width));
dstRect.right = scissor->x + scissor->width;
}
if (dstRect.bottom > scissor->y + scissor->height)
{
srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height));
dstRect.bottom = scissor->y + scissor->height;
}
}
// Clip the rectangles to the destination size
if (dstRect.left < 0)
{
srcRect.left += -dstRect.left;
dstRect.left = 0;
}
if (dstRect.right > dstSize.width)
{
srcRect.right -= (dstRect.right - dstSize.width);
dstRect.right = dstSize.width;
}
if (dstRect.top < 0)
{
srcRect.top += -dstRect.top;
dstRect.top = 0;
}
if (dstRect.bottom > dstSize.height)
{
srcRect.bottom -= (dstRect.bottom - dstSize.height);
dstRect.bottom = dstSize.height;
}
// Clip the rectangles to the source size
if (srcRect.left < 0)
{
dstRect.left += -srcRect.left;
srcRect.left = 0;
}
if (srcRect.right > srcSize.width)
{
dstRect.right -= (srcRect.right - srcSize.width);
srcRect.right = srcSize.width;
}
if (srcRect.top < 0)
{
dstRect.top += -srcRect.top;
srcRect.top = 0;
}
if (srcRect.bottom > srcSize.height)
{
dstRect.bottom -= (srcRect.bottom - srcSize.height);
srcRect.bottom = srcSize.height;
}
HRESULT result = device->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
SafeRelease(readSurface);
SafeRelease(drawSurface);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result);
}
}
if (blitDepth || blitStencil)
{
const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilbuffer();
ASSERT(readBuffer);
RenderTarget9 *readDepthStencil = nullptr;
gl::Error error = readBuffer->getRenderTarget(&readDepthStencil);
if (error.isError())
{
return error;
}
ASSERT(readDepthStencil);
const gl::FramebufferAttachment *drawBuffer = mState.getDepthOrStencilAttachment();
ASSERT(drawBuffer);
RenderTarget9 *drawDepthStencil = nullptr;
error = drawBuffer->getRenderTarget(&drawDepthStencil);
if (error.isError())
{
return error;
}
ASSERT(drawDepthStencil);
// The getSurface calls do an AddRef so save them until after no errors are possible
IDirect3DSurface9* readSurface = readDepthStencil->getSurface();
ASSERT(readDepthStencil);
IDirect3DSurface9* drawSurface = drawDepthStencil->getSurface();
ASSERT(drawDepthStencil);
HRESULT result = device->StretchRect(readSurface, nullptr, drawSurface, nullptr, D3DTEXF_NONE);
SafeRelease(readSurface);
SafeRelease(drawSurface);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result);
}
}
return gl::Error(GL_NO_ERROR);
}
GLenum Framebuffer9::getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const
{
RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTarget);
const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(renderTarget9->getD3DFormat());
return d3dFormatInfo.internalFormat;
}
}