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daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001//
2// Copyright (c) 2002-2010 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// Blit.cpp: Surface copy utility class.
8
daniel@transgaming.combbf56f72010-04-20 18:52:13 +00009#include "libGLESv2/Blit.h"
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000010
11#include <d3dx9.h>
12
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000013#include "common/debug.h"
14
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000015#include "libGLESv2/main.h"
16
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000017namespace
18{
19// Standard Vertex Shader
20// Input 0 is the homogenous position.
21// Outputs the homogenous position as-is.
22// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
23// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
24const char standardvs[] =
25"struct VS_OUTPUT\n"
26"{\n"
27" float4 position : POSITION;\n"
28" float4 texcoord : TEXCOORD0;\n"
29"};\n"
30"\n"
31"uniform float4 halfPixelSize : c0;\n"
32"\n"
33"VS_OUTPUT main(in float4 position : POSITION)\n"
34"{\n"
35" VS_OUTPUT Out;\n"
36"\n"
37" Out.position = position + halfPixelSize;\n"
38" Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
39"\n"
40" return Out;\n"
41"}\n";
42
43// Flip Y Vertex Shader
44// Input 0 is the homogenous position.
45// Outputs the homogenous position as-is.
46// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
47// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
48const char flipyvs[] =
49"struct VS_OUTPUT\n"
50"{\n"
51" float4 position : POSITION;\n"
52" float4 texcoord : TEXCOORD0;\n"
53"};\n"
54"\n"
55"uniform float4 halfPixelSize : c0;\n"
56"\n"
57"VS_OUTPUT main(in float4 position : POSITION)\n"
58"{\n"
59" VS_OUTPUT Out;\n"
60"\n"
61" Out.position = position + halfPixelSize;\n"
62" Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
63"\n"
64" return Out;\n"
65"}\n";
66
67// Passthrough Pixel Shader
68// Outputs texture 0 sampled at texcoord 0.
69const char passthroughps[] =
70"sampler2D tex : s0;\n"
71"\n"
72"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
73"{\n"
74" return tex2D(tex, texcoord.xy);\n"
75"}\n";
76
77// Luminance Conversion Pixel Shader
78// Outputs sample(tex0, tc0).rrra.
79// For LA output (pass A) set C0.X = 1, C0.Y = 0.
80// For L output (A = 1) set C0.X = 0, C0.Y = 1.
81const char luminanceps[] =
82"sampler2D tex : s0;\n"
83"\n"
84"uniform float4 mode : c0;\n"
85"\n"
86"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
87"{\n"
88" float4 tmp = tex2D(tex, texcoord.xy);\n"
89" tmp.w = tmp.w * mode.x + mode.y;\n"
90" return tmp.xxxw;\n"
91"}\n";
92
93// RGB/A Component Mask Pixel Shader
94// Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1.
95// To force RGB = 0, set C0.X = 0, otherwise C0.X = 1.
96// To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0.
97const char componentmaskps[] =
98"sampler2D tex : s0;\n"
99"\n"
100"uniform float4 mode : c0;\n"
101"\n"
102"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
103"{\n"
104" float4 tmp = tex2D(tex, texcoord.xy);\n"
105" tmp.xyz = tmp.xyz * mode.x;\n"
106" tmp.w = tmp.w * mode.z + mode.w;\n"
107" return tmp;\n"
108"}\n";
109
110}
111
112namespace gl
113{
114
115const char * const Blit::mShaderSource[] =
116{
117 standardvs,
118 flipyvs,
119 passthroughps,
120 luminanceps,
121 componentmaskps
122};
123
124Blit::Blit(Context *context)
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000125 : mContext(context), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL), mSavedStateBlock(NULL)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000126{
127 initGeometry();
128 memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
129}
130
131Blit::~Blit()
132{
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000133 if (mSavedStateBlock) mSavedStateBlock->Release();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000134 if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
135 if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
136
137 for (int i = 0; i < SHADER_COUNT; i++)
138 {
139 if (mCompiledShaders[i])
140 {
141 mCompiledShaders[i]->Release();
142 }
143 }
144}
145
146void Blit::initGeometry()
147{
148 static const float quad[] =
149 {
150 -1, -1,
151 -1, 1,
152 1, -1,
153 1, 1
154 };
155
156 IDirect3DDevice9 *device = getDevice();
157
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000158 HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000159
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000160 if (FAILED(result))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000161 {
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000162 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000163 return error(GL_OUT_OF_MEMORY);
164 }
165
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000166 void *lockPtr = NULL;
167 result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
168
169 if (FAILED(result) || lockPtr == NULL)
170 {
171 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
172 return error(GL_OUT_OF_MEMORY);
173 }
174
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000175 memcpy(lockPtr, quad, sizeof(quad));
176 mQuadVertexBuffer->Unlock();
177
178 static const D3DVERTEXELEMENT9 elements[] =
179 {
180 { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
181 D3DDECL_END()
182 };
183
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000184 result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
185
186 if (FAILED(result))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000187 {
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000188 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000189 return error(GL_OUT_OF_MEMORY);
190 }
191}
192
193template <class D3DShaderType>
194bool Blit::setShader(ShaderId source, const char *profile,
195 HRESULT (WINAPI IDirect3DDevice9::*createShader)(const DWORD *, D3DShaderType**),
196 HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
197{
198 IDirect3DDevice9 *device = getDevice();
199
200 D3DShaderType *shader;
201
202 if (mCompiledShaders[source] != NULL)
203 {
204 shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
205 }
206 else
207 {
208 ID3DXBuffer *shaderCode;
209 HRESULT hr = D3DXCompileShader(mShaderSource[source], strlen(mShaderSource[source]), NULL, NULL, "main", profile, 0, &shaderCode, NULL, NULL);
210
211 if (FAILED(hr))
212 {
213 ERR("Failed to compile %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
214 return false;
215 }
216
217 hr = (device->*createShader)(static_cast<const DWORD*>(shaderCode->GetBufferPointer()), &shader);
218 if (FAILED(hr))
219 {
220 shaderCode->Release();
221 ERR("Failed to create %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
222 return false;
223 }
224
225 shaderCode->Release();
226
227 mCompiledShaders[source] = shader;
228 }
229
230 HRESULT hr = (device->*setShader)(shader);
231
232 if (FAILED(hr))
233 {
234 ERR("Failed to set %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
235 return false;
236 }
237
238 return true;
239}
240
241bool Blit::setVertexShader(ShaderId shader)
242{
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000243 return setShader<IDirect3DVertexShader9>(shader, mContext->supportsShaderModel3() ? "vs_3_0" : "vs_2_0", &IDirect3DDevice9::CreateVertexShader, &IDirect3DDevice9::SetVertexShader);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000244}
245
246bool Blit::setPixelShader(ShaderId shader)
247{
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000248 return setShader<IDirect3DPixelShader9>(shader, mContext->supportsShaderModel3() ? "ps_3_0" : "ps_2_0", &IDirect3DDevice9::CreatePixelShader, &IDirect3DDevice9::SetPixelShader);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000249}
250
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000251RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const
252{
253 D3DSURFACE_DESC desc;
254 surface->GetDesc(&desc);
255
256 RECT rect;
257 rect.left = 0;
258 rect.top = 0;
259 rect.right = desc.Width;
260 rect.bottom = desc.Height;
261
262 return rect;
263}
264
265bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
266{
267 IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
268 if (!texture)
269 {
270 return false;
271 }
272
273 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000274
275 saveState();
276
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000277 device->SetTexture(0, texture);
278 device->SetRenderTarget(0, dest);
279
280 setVertexShader(SHADER_VS_STANDARD);
281 setPixelShader(SHADER_PS_PASSTHROUGH);
282
283 setCommonBlitState();
284 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
285 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
286
287 setViewport(getSurfaceRect(dest), 0, 0);
288
289 render();
290
291 texture->Release();
292
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000293 restoreState();
294
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000295 return true;
296}
297
daniel@transgaming.comeef864a2011-04-22 11:33:27 +0000298bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
299{
300 IDirect3DDevice9 *device = getDevice();
301
302 D3DSURFACE_DESC sourceDesc;
303 D3DSURFACE_DESC destDesc;
304 source->GetDesc(&sourceDesc);
305 dest->GetDesc(&destDesc);
306
307 if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET) // Can use StretchRect
308 {
309 RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
310 HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
311
312 if (FAILED(result))
313 {
314 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
315 return error(GL_OUT_OF_MEMORY, false);
316 }
317 }
318 else
319 {
320 return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
321 }
322
323 return true;
324}
325
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000326bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
327{
328 IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
329 if (!texture)
330 {
331 return false;
332 }
333
334 IDirect3DDevice9 *device = getDevice();
335
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000336 saveState();
337
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000338 device->SetTexture(0, texture);
339 device->SetRenderTarget(0, dest);
340
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000341 setViewport(sourceRect, xoffset, yoffset);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000342
343 setCommonBlitState();
344 if (setFormatConvertShaders(destFormat))
345 {
346 render();
347 }
348
349 texture->Release();
350
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000351 restoreState();
352
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000353 return true;
354}
355
356bool Blit::setFormatConvertShaders(GLenum destFormat)
357{
358 bool okay = setVertexShader(SHADER_VS_STANDARD);
359
360 switch (destFormat)
361 {
362 default: UNREACHABLE();
363 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000364 case GL_BGRA_EXT:
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000365 case GL_RGB:
366 case GL_ALPHA:
367 okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
368 break;
369
370 case GL_LUMINANCE:
371 case GL_LUMINANCE_ALPHA:
372 okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
373 break;
374 }
375
376 if (!okay)
377 {
378 return false;
379 }
380
381 enum { X = 0, Y = 1, Z = 2, W = 3 };
382
383 // The meaning of this constant depends on the shader that was selected.
384 // See the shader assembly code above for details.
385 float psConst0[4] = { 0, 0, 0, 0 };
386
387 switch (destFormat)
388 {
389 default: UNREACHABLE();
390 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000391 case GL_BGRA_EXT:
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000392 psConst0[X] = 1;
393 psConst0[Z] = 1;
394 break;
395
396 case GL_RGB:
397 psConst0[X] = 1;
398 psConst0[W] = 1;
399 break;
400
401 case GL_ALPHA:
402 psConst0[Z] = 1;
403 break;
404
405 case GL_LUMINANCE:
406 psConst0[Y] = 1;
407 break;
408
409 case GL_LUMINANCE_ALPHA:
410 psConst0[X] = 1;
411 break;
412 }
413
414 getDevice()->SetPixelShaderConstantF(0, psConst0, 1);
415
416 return true;
417}
418
419IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
420{
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +0000421 if (!surface)
422 {
423 return NULL;
424 }
425
daniel@transgaming.comae072af2010-05-05 18:47:28 +0000426 egl::Display *display = getDisplay();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000427 IDirect3DDevice9 *device = getDevice();
428
429 D3DSURFACE_DESC sourceDesc;
430 surface->GetDesc(&sourceDesc);
431
432 // Copy the render target into a texture
433 IDirect3DTexture9 *texture;
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000434 HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000435
436 if (FAILED(result))
437 {
438 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
439 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
440 }
441
442 IDirect3DSurface9 *textureSurface;
443 result = texture->GetSurfaceLevel(0, &textureSurface);
444
445 if (FAILED(result))
446 {
447 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
448 texture->Release();
449 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
450 }
451
daniel@transgaming.comae072af2010-05-05 18:47:28 +0000452 display->endScene();
daniel@transgaming.com4c5142c2010-10-15 17:58:27 +0000453 result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000454
455 textureSurface->Release();
456
457 if (FAILED(result))
458 {
459 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
460 texture->Release();
461 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
462 }
463
464 return texture;
465}
466
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000467void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000468{
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000469 IDirect3DDevice9 *device = getDevice();
470
471 D3DVIEWPORT9 vp;
472 vp.X = xoffset;
473 vp.Y = yoffset;
474 vp.Width = sourceRect.right - sourceRect.left;
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000475 vp.Height = sourceRect.bottom - sourceRect.top;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000476 vp.MinZ = 0.0f;
477 vp.MaxZ = 1.0f;
478 device->SetViewport(&vp);
479
480 float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
481 device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
482}
483
484void Blit::setCommonBlitState()
485{
486 IDirect3DDevice9 *device = getDevice();
487
488 device->SetDepthStencilSurface(NULL);
489
490 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
491 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
492 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
493 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
494 device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
495 device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
496 device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
497 device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
498
499 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
500 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
501 device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000502 device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
503 device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
daniel@transgaming.com81655a72010-05-20 19:18:17 +0000504
daniel@transgaming.com74d760b2010-11-03 12:27:18 +0000505 RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
506 device->SetScissorRect(&scissorRect);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000507}
508
509void Blit::render()
510{
daniel@transgaming.comae072af2010-05-05 18:47:28 +0000511 egl::Display *display = getDisplay();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000512 IDirect3DDevice9 *device = getDevice();
513
514 HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
515 hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
516
daniel@transgaming.comae072af2010-05-05 18:47:28 +0000517 display->startScene();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000518 hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000519}
520
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000521void Blit::saveState()
522{
523 IDirect3DDevice9 *device = getDevice();
524
525 HRESULT hr;
526
527 device->GetDepthStencilSurface(&mSavedDepthStencil);
528 device->GetRenderTarget(0, &mSavedRenderTarget);
529
530 if (mSavedStateBlock == NULL)
531 {
532 hr = device->BeginStateBlock();
533 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
534
535 setCommonBlitState();
536
537 static const float dummyConst[4] = { 0, 0, 0, 0 };
538
539 device->SetVertexShader(NULL);
540 device->SetVertexShaderConstantF(0, dummyConst, 1);
541 device->SetPixelShader(NULL);
542 device->SetPixelShaderConstantF(0, dummyConst, 1);
543
544 D3DVIEWPORT9 dummyVp;
545 dummyVp.X = 0;
546 dummyVp.Y = 0;
547 dummyVp.Width = 1;
548 dummyVp.Height = 1;
549 dummyVp.MinZ = 0;
550 dummyVp.MaxZ = 1;
551
552 device->SetViewport(&dummyVp);
553
554 device->SetTexture(0, NULL);
555
556 device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
557
558 device->SetVertexDeclaration(mQuadVertexDeclaration);
559
560 hr = device->EndStateBlock(&mSavedStateBlock);
561 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
562 }
563
564 ASSERT(mSavedStateBlock != NULL);
565
566 if (mSavedStateBlock != NULL)
567 {
568 hr = mSavedStateBlock->Capture();
569 ASSERT(SUCCEEDED(hr));
570 }
571}
572
573void Blit::restoreState()
574{
575 IDirect3DDevice9 *device = getDevice();
576
577 device->SetDepthStencilSurface(mSavedDepthStencil);
578 if (mSavedDepthStencil != NULL)
579 {
580 mSavedDepthStencil->Release();
581 mSavedDepthStencil = NULL;
582 }
583
584 device->SetRenderTarget(0, mSavedRenderTarget);
585 if (mSavedRenderTarget != NULL)
586 {
587 mSavedRenderTarget->Release();
588 mSavedRenderTarget = NULL;
589 }
590
591 ASSERT(mSavedStateBlock != NULL);
592
593 if (mSavedStateBlock != NULL)
594 {
595 mSavedStateBlock->Apply();
596 }
597}
598
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000599}