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daniel@transgaming.com3c720782012-10-31 18:42:34 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// SwapChain.cpp: Implements a back-end specific class that hides the details of the
8// implementation-specific swapchain.
9
10#include "libGLESv2/renderer/SwapChain.h"
11
12#include "common/debug.h"
13#include "libGLESv2/utilities.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000014#include "libGLESv2/renderer/renderer9_utils.h" // D3D9_REPLACE
15#include "libGLESv2/renderer/Renderer9.h" // D3D9_REPLACE
daniel@transgaming.com3c720782012-10-31 18:42:34 +000016#include "libGLESv2/Context.h"
17
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000018namespace rx
daniel@transgaming.com3c720782012-10-31 18:42:34 +000019{
20
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000021SwapChain::SwapChain(Renderer9 *renderer, HWND window, HANDLE shareHandle,
daniel@transgaming.com3c720782012-10-31 18:42:34 +000022 GLenum backBufferFormat, GLenum depthBufferFormat)
23 : mRenderer(renderer), mWindow(window), mShareHandle(shareHandle),
24 mBackBufferFormat(backBufferFormat), mDepthBufferFormat(depthBufferFormat)
25{
26 mSwapChain = NULL;
27 mBackBuffer = NULL;
28 mDepthStencil = NULL;
29 mRenderTarget = NULL;
30 mOffscreenTexture = NULL;
31 mWidth = -1;
32 mHeight = -1;
33}
34
35SwapChain::~SwapChain()
36{
37 release();
38}
39
40void SwapChain::release()
41{
42 if (mSwapChain)
43 {
44 mSwapChain->Release();
45 mSwapChain = NULL;
46 }
47
48 if (mBackBuffer)
49 {
50 mBackBuffer->Release();
51 mBackBuffer = NULL;
52 }
53
54 if (mDepthStencil)
55 {
56 mDepthStencil->Release();
57 mDepthStencil = NULL;
58 }
59
60 if (mRenderTarget)
61 {
62 mRenderTarget->Release();
63 mRenderTarget = NULL;
64 }
65
66 if (mOffscreenTexture)
67 {
68 mOffscreenTexture->Release();
69 mOffscreenTexture = NULL;
70 }
71
daniel@transgaming.com21cfaef2012-10-31 18:42:43 +000072 if (mWindow)
73 mShareHandle = NULL;
daniel@transgaming.com3c720782012-10-31 18:42:34 +000074}
75
76static DWORD convertInterval(EGLint interval)
77{
78 switch(interval)
79 {
80 case 0: return D3DPRESENT_INTERVAL_IMMEDIATE;
81 case 1: return D3DPRESENT_INTERVAL_ONE;
82 case 2: return D3DPRESENT_INTERVAL_TWO;
83 case 3: return D3DPRESENT_INTERVAL_THREE;
84 case 4: return D3DPRESENT_INTERVAL_FOUR;
85 default: UNREACHABLE();
86 }
87
88 return D3DPRESENT_INTERVAL_DEFAULT;
89}
90
91// D3D9_REPLACE
92EGLint SwapChain::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
93{
94 IDirect3DDevice9 *device = mRenderer->getDevice();
95
96 if (device == NULL)
97 {
98 return EGL_BAD_ACCESS;
99 }
100
101 // Evict all non-render target textures to system memory and release all resources
102 // before reallocating them to free up as much video memory as possible.
103 device->EvictManagedResources();
104
105 HRESULT result;
106
107 // Release specific resources to free up memory for the new render target, while the
108 // old render target still exists for the purpose of preserving its contents.
109 if (mSwapChain)
110 {
111 mSwapChain->Release();
112 mSwapChain = NULL;
113 }
114
115 if (mBackBuffer)
116 {
117 mBackBuffer->Release();
118 mBackBuffer = NULL;
119 }
120
121 if (mOffscreenTexture)
122 {
123 mOffscreenTexture->Release();
124 mOffscreenTexture = NULL;
125 }
126
127 if (mDepthStencil)
128 {
129 mDepthStencil->Release();
130 mDepthStencil = NULL;
131 }
132
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000133 HANDLE *pShareHandle = NULL;
134 if (!mWindow && mRenderer->getShareHandleSupport())
135 {
136 pShareHandle = &mShareHandle;
137 }
138
139 result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
140 es2dx::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
141 &mOffscreenTexture, pShareHandle);
142 if (FAILED(result))
143 {
144 ERR("Could not create offscreen texture: %08lX", result);
145 release();
146
147 if(isDeviceLostError(result))
148 {
149 return EGL_CONTEXT_LOST;
150 }
151 else
152 {
153 return EGL_BAD_ALLOC;
154 }
155 }
156
157 IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
158
159 result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
160 ASSERT(SUCCEEDED(result));
161
162 if (oldRenderTarget)
163 {
164 RECT rect =
165 {
166 0, 0,
167 mWidth, mHeight
168 };
169
170 if (rect.right > static_cast<LONG>(backbufferWidth))
171 {
172 rect.right = backbufferWidth;
173 }
174
175 if (rect.bottom > static_cast<LONG>(backbufferHeight))
176 {
177 rect.bottom = backbufferHeight;
178 }
179
180 mRenderer->endScene();
181
182 result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
183 ASSERT(SUCCEEDED(result));
184
185 oldRenderTarget->Release();
186 }
187
188 if (mWindow)
189 {
190 D3DPRESENT_PARAMETERS presentParameters = {0};
191 presentParameters.AutoDepthStencilFormat = es2dx::ConvertRenderbufferFormat(mDepthBufferFormat);
192 presentParameters.BackBufferCount = 1;
193 presentParameters.BackBufferFormat = es2dx::ConvertRenderbufferFormat(mBackBufferFormat);
194 presentParameters.EnableAutoDepthStencil = FALSE;
195 presentParameters.Flags = 0;
196 presentParameters.hDeviceWindow = mWindow;
197 presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
198 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
199 presentParameters.PresentationInterval = convertInterval(swapInterval);
200 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
201 presentParameters.Windowed = TRUE;
202 presentParameters.BackBufferWidth = backbufferWidth;
203 presentParameters.BackBufferHeight = backbufferHeight;
204
205 // http://crbug.com/140239
206 // http://crbug.com/143434
207 //
208 // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
209 // when using the integrated Intel. This rounds the width up rather than down.
210 //
211 // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
212 // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
daniel@transgaming.comd8e36562012-10-31 19:52:19 +0000213 if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000214 {
215 presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
216 }
217
218 result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
219
220 if (FAILED(result))
221 {
222 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
223
224 ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
225 release();
226
227 if(isDeviceLostError(result))
228 {
229 return EGL_CONTEXT_LOST;
230 }
231 else
232 {
233 return EGL_BAD_ALLOC;
234 }
235 }
236
237 result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
238 ASSERT(SUCCEEDED(result));
239 }
240
241 if (mDepthBufferFormat != D3DFMT_UNKNOWN)
242 {
243 result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
244 es2dx::ConvertRenderbufferFormat(mDepthBufferFormat),
245 D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
246
247 if (FAILED(result))
248 {
249 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);
250
251 ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
252 release();
253
254 if(isDeviceLostError(result))
255 {
256 return EGL_CONTEXT_LOST;
257 }
258 else
259 {
260 return EGL_BAD_ALLOC;
261 }
262 }
263 }
264
265 mWidth = backbufferWidth;
266 mHeight = backbufferHeight;
267
268 return EGL_SUCCESS;
269}
270
271// parameters should be validated/clamped by caller
272EGLint SwapChain::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
273{
274 if (!mSwapChain)
275 {
276 return EGL_SUCCESS;
277 }
278
279 IDirect3DDevice9 *device = mRenderer->getDevice();
280
281 // Disable all pipeline operations
282 device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
283 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
284 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
285 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
286 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
287 device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
288 device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
289 device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
290 device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
291 device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
292 device->SetPixelShader(NULL);
293 device->SetVertexShader(NULL);
294
295 device->SetRenderTarget(0, mBackBuffer);
296 device->SetDepthStencilSurface(NULL);
297
298 device->SetTexture(0, mOffscreenTexture);
299 device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
300 device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
301 device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
302 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
303 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
304 device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
305 device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
306 device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
307
308 D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
309 device->SetViewport(&viewport);
310
311 float x1 = x - 0.5f;
312 float y1 = (mHeight - y - height) - 0.5f;
313 float x2 = (x + width) - 0.5f;
314 float y2 = (mHeight - y) - 0.5f;
315
316 float u1 = x / float(mWidth);
317 float v1 = y / float(mHeight);
318 float u2 = (x + width) / float(mWidth);
319 float v2 = (y + height) / float(mHeight);
320
321 float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
322 {x2, y1, 0.0f, 1.0f, u2, v2},
323 {x2, y2, 0.0f, 1.0f, u2, v1},
324 {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v
325
326 mRenderer->startScene();
327 device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
328 mRenderer->endScene();
329
330 device->SetTexture(0, NULL);
331
332 RECT rect =
333 {
334 x, mHeight - y - height,
335 x + width, mHeight - y
336 };
337
338 HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);
339
340 gl::Context *context = static_cast<gl::Context*>(glGetCurrentContext());
341 if (context)
342 {
343 context->markAllStateDirty();
344 }
345
346 if (isDeviceLostError(result))
347 {
348 return EGL_CONTEXT_LOST;
349 }
350
351 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
352 {
353 return EGL_BAD_ALLOC;
354 }
355
356 ASSERT(SUCCEEDED(result));
357
358 return EGL_SUCCESS;
359}
360
361// Increments refcount on surface.
362// caller must Release() the returned surface
363IDirect3DSurface9 *SwapChain::getRenderTarget()
364{
365 if (mRenderTarget)
366 {
367 mRenderTarget->AddRef();
368 }
369
370 return mRenderTarget;
371}
372
373// Increments refcount on surface.
374// caller must Release() the returned surface
375IDirect3DSurface9 *SwapChain::getDepthStencil()
376{
377 if (mDepthStencil)
378 {
379 mDepthStencil->AddRef();
380 }
381
382 return mDepthStencil;
383}
384
385// Increments refcount on texture.
386// caller must Release() the returned texture
387IDirect3DTexture9 *SwapChain::getOffscreenTexture()
388{
389 if (mOffscreenTexture)
390 {
391 mOffscreenTexture->AddRef();
392 }
393
394 return mOffscreenTexture;
395}
396
397}