Implement CopyTex(Sub)Image2D

TRAC #11474

Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch

Author:    Andrew Lewycky

git-svn-id: https://angleproject.googlecode.com/svn/trunk@132 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Blit.cpp b/src/libGLESv2/Blit.cpp
new file mode 100644
index 0000000..2faea58
--- /dev/null
+++ b/src/libGLESv2/Blit.cpp
@@ -0,0 +1,427 @@
+//
+// 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 "Blit.h"
+
+#include <d3dx9.h>
+
+#include "main.h"
+#include "common/debug.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)
+{
+    initGeometry();
+    memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
+}
+
+Blit::~Blit()
+{
+    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 hr = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
+
+    if (FAILED(hr))
+    {
+        ASSERT(hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+        return error(GL_OUT_OF_MEMORY);
+    }
+
+    void *lockPtr;
+    mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
+    memcpy(lockPtr, quad, sizeof(quad));
+    mQuadVertexBuffer->Unlock();
+
+    static const D3DVERTEXELEMENT9 elements[] =
+    {
+        { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+        D3DDECL_END()
+    };
+
+    hr = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
+    if (FAILED(hr))
+    {
+        ASSERT(hr == D3DERR_OUTOFVIDEOMEMORY || hr == 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->getVertexShaderProfile(), &IDirect3DDevice9::CreateVertexShader, &IDirect3DDevice9::SetVertexShader);
+}
+
+bool Blit::setPixelShader(ShaderId shader)
+{
+    return setShader<IDirect3DPixelShader9>(shader, mContext->getPixelShaderProfile(), &IDirect3DDevice9::CreatePixelShader, &IDirect3DDevice9::SetPixelShader);
+}
+
+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();
+
+    device->SetTexture(0, texture);
+    device->SetRenderTarget(0, dest);
+
+    setViewport(sourceRect, xoffset, yoffset, dest);
+
+    setCommonBlitState();
+    if (setFormatConvertShaders(destFormat))
+    {
+        render();
+    }
+
+    texture->Release();
+
+    return true;
+}
+
+bool Blit::setFormatConvertShaders(GLenum destFormat)
+{
+    bool okay = setVertexShader(SHADER_VS_STANDARD);
+
+    switch (destFormat)
+    {
+      default: UNREACHABLE();
+      case GL_RGBA:
+      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:
+        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)
+{
+    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.top - sourceRect.bottom, 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);
+    }
+
+    RECT d3dSourceRect;
+    d3dSourceRect.left = sourceRect.left;
+    d3dSourceRect.right = sourceRect.right;
+    d3dSourceRect.top = sourceRect.bottom;
+    d3dSourceRect.bottom = sourceRect.top;
+
+    result = device->StretchRect(surface, &d3dSourceRect, 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, IDirect3DSurface9 *dest)
+{
+    D3DSURFACE_DESC desc;
+    dest->GetDesc(&desc);
+
+    IDirect3DDevice9 *device = getDevice();
+
+    D3DVIEWPORT9 vp;
+    vp.X      = xoffset;
+    vp.Y      = yoffset;
+    vp.Width  = sourceRect.right - sourceRect.left;
+    vp.Height = sourceRect.top - sourceRect.bottom;
+    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);
+}
+
+void Blit::render()
+{
+    IDirect3DDevice9 *device = getDevice();
+
+    HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
+    hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+    device->BeginScene();
+    hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+    device->EndScene();
+}
+
+}