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kc3-lang/angle/src/libGLESv2/Blit.cpp

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  • Author : daniel@transgaming.com
    Date : 2011-04-28 16:20:58
    Hash : aa614605
    Message : Handle null pointer produced by vertex buffer lock Issue=120 TRAC #16558 Signed-off-by: Daniel Koch Author: Nicolas Capens (original patch by Jacob Benoit) git-svn-id: https://angleproject.googlecode.com/svn/trunk@622 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Blit.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.
    //
    
    // Blit.cpp: Surface copy utility class.
    
    #include "libGLESv2/Blit.h"
    
    #include <d3dx9.h>
    
    #include "common/debug.h"
    
    #include "libGLESv2/main.h"
    
    namespace
    {
    // Standard Vertex Shader
    // Input 0 is the homogenous position.
    // Outputs the homogenous position as-is.
    // Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
    // C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
    const char standardvs[] =
    "struct VS_OUTPUT\n"
    "{\n"
    "    float4 position : POSITION;\n"
    "    float4 texcoord : TEXCOORD0;\n"
    "};\n"
    "\n"
    "uniform float4 halfPixelSize : c0;\n"
    "\n"
    "VS_OUTPUT main(in float4 position : POSITION)\n"
    "{\n"
    "    VS_OUTPUT Out;\n"
    "\n"
    "    Out.position = position + halfPixelSize;\n"
    "    Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
    "\n"
    "    return Out;\n"
    "}\n";
    
    // Flip Y Vertex Shader
    // Input 0 is the homogenous position.
    // Outputs the homogenous position as-is.
    // Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
    // C0.XY must be the half-pixel width and height. C0.ZW must be 0.
    const char flipyvs[] =
    "struct VS_OUTPUT\n"
    "{\n"
    "    float4 position : POSITION;\n"
    "    float4 texcoord : TEXCOORD0;\n"
    "};\n"
    "\n"
    "uniform float4 halfPixelSize : c0;\n"
    "\n"
    "VS_OUTPUT main(in float4 position : POSITION)\n"
    "{\n"
    "    VS_OUTPUT Out;\n"
    "\n"
    "    Out.position = position + halfPixelSize;\n"
    "    Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
    "\n"
    "    return Out;\n"
    "}\n";
    
    // Passthrough Pixel Shader
    // Outputs texture 0 sampled at texcoord 0.
    const char passthroughps[] =
    "sampler2D tex : s0;\n"
    "\n"
    "float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
    "{\n"
    "	return tex2D(tex, texcoord.xy);\n"
    "}\n";
    
    // Luminance Conversion Pixel Shader
    // Outputs sample(tex0, tc0).rrra.
    // For LA output (pass A) set C0.X = 1, C0.Y = 0.
    // For L output (A = 1) set C0.X = 0, C0.Y = 1.
    const char luminanceps[] =
    "sampler2D tex : s0;\n"
    "\n"
    "uniform float4 mode : c0;\n"
    "\n"
    "float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
    "{\n"
    "	float4 tmp = tex2D(tex, texcoord.xy);\n"
    "	tmp.w = tmp.w * mode.x + mode.y;\n"
    "	return tmp.xxxw;\n"
    "}\n";
    
    // RGB/A Component Mask Pixel Shader
    // Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1.
    // To force RGB = 0, set C0.X = 0, otherwise C0.X = 1.
    // To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0.
    const char componentmaskps[] =
    "sampler2D tex : s0;\n"
    "\n"
    "uniform float4 mode : c0;\n"
    "\n"
    "float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
    "{\n"
    "	float4 tmp = tex2D(tex, texcoord.xy);\n"
    "	tmp.xyz = tmp.xyz * mode.x;\n"
    "	tmp.w = tmp.w * mode.z + mode.w;\n"
    "	return tmp;\n"
    "}\n";
    
    }
    
    namespace gl
    {
    
    const char * const Blit::mShaderSource[] =
    {
        standardvs,
        flipyvs,
        passthroughps,
        luminanceps,
        componentmaskps
    };
    
    Blit::Blit(Context *context)
      : mContext(context), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL), mSavedStateBlock(NULL)
    {
        initGeometry();
        memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
    }
    
    Blit::~Blit()
    {
        if (mSavedStateBlock) mSavedStateBlock->Release();
        if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
        if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
    
        for (int i = 0; i < SHADER_COUNT; i++)
        {
            if (mCompiledShaders[i])
            {
                mCompiledShaders[i]->Release();
            }
        }
    }
    
    void Blit::initGeometry()
    {
        static const float quad[] =
        {
            -1, -1,
            -1,  1,
             1, -1,
             1,  1
        };
    
        IDirect3DDevice9 *device = getDevice();
    
        HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    
        void *lockPtr = NULL;
        result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
    
        if (FAILED(result) || lockPtr == NULL)
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    
        memcpy(lockPtr, quad, sizeof(quad));
        mQuadVertexBuffer->Unlock();
    
        static const D3DVERTEXELEMENT9 elements[] =
        {
            { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
            D3DDECL_END()
        };
    
        result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    }
    
    template <class D3DShaderType>
    bool Blit::setShader(ShaderId source, const char *profile,
                         HRESULT (WINAPI IDirect3DDevice9::*createShader)(const DWORD *, D3DShaderType**),
                         HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
    {
        IDirect3DDevice9 *device = getDevice();
    
        D3DShaderType *shader;
    
        if (mCompiledShaders[source] != NULL)
        {
            shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
        }
        else
        {
            ID3DXBuffer *shaderCode;
            HRESULT hr = D3DXCompileShader(mShaderSource[source], strlen(mShaderSource[source]), NULL, NULL, "main", profile, 0, &shaderCode, NULL, NULL);
    
            if (FAILED(hr))
            {
                ERR("Failed to compile %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
                return false;
            }
    
            hr = (device->*createShader)(static_cast<const DWORD*>(shaderCode->GetBufferPointer()), &shader);
            if (FAILED(hr))
            {
                shaderCode->Release();
                ERR("Failed to create %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
                return false;
            }
    
            shaderCode->Release();
    
            mCompiledShaders[source] = shader;
        }
    
        HRESULT hr = (device->*setShader)(shader);
    
        if (FAILED(hr))
        {
            ERR("Failed to set %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
            return false;
        }
    
        return true;
    }
    
    bool Blit::setVertexShader(ShaderId shader)
    {
        return setShader<IDirect3DVertexShader9>(shader, mContext->supportsShaderModel3() ? "vs_3_0" : "vs_2_0", &IDirect3DDevice9::CreateVertexShader, &IDirect3DDevice9::SetVertexShader);
    }
    
    bool Blit::setPixelShader(ShaderId shader)
    {
        return setShader<IDirect3DPixelShader9>(shader, mContext->supportsShaderModel3() ? "ps_3_0" : "ps_2_0", &IDirect3DDevice9::CreatePixelShader, &IDirect3DDevice9::SetPixelShader);
    }
    
    RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const
    {
        D3DSURFACE_DESC desc;
        surface->GetDesc(&desc);
    
        RECT rect;
        rect.left = 0;
        rect.top = 0;
        rect.right = desc.Width;
        rect.bottom = desc.Height;
    
        return rect;
    }
    
    bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
    {
        IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
        if (!texture)
        {
            return false;
        }
    
        IDirect3DDevice9 *device = getDevice();
    
        saveState();
    
        device->SetTexture(0, texture);
        device->SetRenderTarget(0, dest);
    
        setVertexShader(SHADER_VS_STANDARD);
        setPixelShader(SHADER_PS_PASSTHROUGH);
    
        setCommonBlitState();
        device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    
        setViewport(getSurfaceRect(dest), 0, 0);
    
        render();
    
        texture->Release();
    
        restoreState();
    
        return true;
    }
    
    bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
    {
        IDirect3DDevice9 *device = getDevice();
    
        D3DSURFACE_DESC sourceDesc;
        D3DSURFACE_DESC destDesc;
        source->GetDesc(&sourceDesc);
        dest->GetDesc(&destDesc);
    
        if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET)   // Can use StretchRect
        {
            RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
            HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY, false);
            }
        }
        else
        {
            return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
        }
    
        return true;
    }
    
    bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
    {
        IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
        if (!texture)
        {
            return false;
        }
    
        IDirect3DDevice9 *device = getDevice();
    
        saveState();
    
        device->SetTexture(0, texture);
        device->SetRenderTarget(0, dest);
    
        setViewport(sourceRect, xoffset, yoffset);
    
        setCommonBlitState();
        if (setFormatConvertShaders(destFormat))
        {
            render();
        }
    
        texture->Release();
    
        restoreState();
    
        return true;
    }
    
    bool Blit::setFormatConvertShaders(GLenum destFormat)
    {
        bool okay = setVertexShader(SHADER_VS_STANDARD);
    
        switch (destFormat)
        {
          default: UNREACHABLE();
          case GL_RGBA:
          case GL_BGRA_EXT:
          case GL_RGB:
          case GL_ALPHA:
            okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
            break;
    
          case GL_LUMINANCE:
          case GL_LUMINANCE_ALPHA:
            okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
            break;
        }
    
        if (!okay)
        {
            return false;
        }
    
        enum { X = 0, Y = 1, Z = 2, W = 3 };
    
        // The meaning of this constant depends on the shader that was selected.
        // See the shader assembly code above for details.
        float psConst0[4] = { 0, 0, 0, 0 };
    
        switch (destFormat)
        {
          default: UNREACHABLE();
          case GL_RGBA:
          case GL_BGRA_EXT:
            psConst0[X] = 1;
            psConst0[Z] = 1;
            break;
    
          case GL_RGB:
            psConst0[X] = 1;
            psConst0[W] = 1;
            break;
    
          case GL_ALPHA:
            psConst0[Z] = 1;
            break;
    
          case GL_LUMINANCE:
            psConst0[Y] = 1;
            break;
    
          case GL_LUMINANCE_ALPHA:
            psConst0[X] = 1;
            break;
        }
    
        getDevice()->SetPixelShaderConstantF(0, psConst0, 1);
    
        return true;
    }
    
    IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
    {
        if (!surface)
        {
            return NULL;
        }
    
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
    
        D3DSURFACE_DESC sourceDesc;
        surface->GetDesc(&sourceDesc);
    
        // Copy the render target into a texture
        IDirect3DTexture9 *texture;
        HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
        }
    
        IDirect3DSurface9 *textureSurface;
        result = texture->GetSurfaceLevel(0, &textureSurface);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            texture->Release();
            return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
        }
    
        display->endScene();
        result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
    
        textureSurface->Release();
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            texture->Release();
            return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
        }
    
        return texture;
    }
    
    void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
    {
        IDirect3DDevice9 *device = getDevice();
    
        D3DVIEWPORT9 vp;
        vp.X      = xoffset;
        vp.Y      = yoffset;
        vp.Width  = sourceRect.right - sourceRect.left;
        vp.Height = sourceRect.bottom - sourceRect.top;
        vp.MinZ   = 0.0f;
        vp.MaxZ   = 1.0f;
        device->SetViewport(&vp);
    
        float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
        device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
    }
    
    void Blit::setCommonBlitState()
    {
        IDirect3DDevice9 *device = getDevice();
    
        device->SetDepthStencilSurface(NULL);
    
        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_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->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);
    
        RECT scissorRect = {0};   // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
        device->SetScissorRect(&scissorRect);
    }
    
    void Blit::render()
    {
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
    
        HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
        hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
    
        display->startScene();
        hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
    }
    
    void Blit::saveState()
    {
        IDirect3DDevice9 *device = getDevice();
    
        HRESULT hr;
    
        device->GetDepthStencilSurface(&mSavedDepthStencil);
        device->GetRenderTarget(0, &mSavedRenderTarget);
    
        if (mSavedStateBlock == NULL)
        {
            hr = device->BeginStateBlock();
            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    
            setCommonBlitState();
    
            static const float dummyConst[4] = { 0, 0, 0, 0 };
    
            device->SetVertexShader(NULL);
            device->SetVertexShaderConstantF(0, dummyConst, 1);
            device->SetPixelShader(NULL);
            device->SetPixelShaderConstantF(0, dummyConst, 1);
    
            D3DVIEWPORT9 dummyVp;
            dummyVp.X = 0;
            dummyVp.Y = 0;
            dummyVp.Width = 1;
            dummyVp.Height = 1;
            dummyVp.MinZ = 0;
            dummyVp.MaxZ = 1;
    
            device->SetViewport(&dummyVp);
    
            device->SetTexture(0, NULL);
    
            device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
    
            device->SetVertexDeclaration(mQuadVertexDeclaration);
    
            hr = device->EndStateBlock(&mSavedStateBlock);
            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
        }
    
        ASSERT(mSavedStateBlock != NULL);
    
        if (mSavedStateBlock != NULL)
        {
            hr = mSavedStateBlock->Capture();
            ASSERT(SUCCEEDED(hr));
        }
    }
    
    void Blit::restoreState()
    {
        IDirect3DDevice9 *device = getDevice();
    
        device->SetDepthStencilSurface(mSavedDepthStencil);
        if (mSavedDepthStencil != NULL)
        {
            mSavedDepthStencil->Release();
            mSavedDepthStencil = NULL;
        }
    
        device->SetRenderTarget(0, mSavedRenderTarget);
        if (mSavedRenderTarget != NULL)
        {
            mSavedRenderTarget->Release();
            mSavedRenderTarget = NULL;
        }
    
        ASSERT(mSavedStateBlock != NULL);
    
        if (mSavedStateBlock != NULL)
        {
            mSavedStateBlock->Apply();
        }
    }
    
    }