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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.comde8a7ff2012-11-28 19:34:13 +00009#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000010
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000011#include "common/debug.h"
12
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000013#include "libGLESv2/main.h"
daniel@transgaming.comad52cb12012-10-17 18:14:45 +000014#include "libGLESv2/utilities.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000015#include "libGLESv2/renderer/renderer9_utils.h" // D3D9_REPLACE
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000016#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000017#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3cef5392012-10-31 19:52:15 +000018#include "libGLESv2/Framebuffer.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000019
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000020namespace
21{
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +000022#include "libGLESv2/shaders/standardvs.h"
23#include "libGLESv2/shaders/flipyvs.h"
24#include "libGLESv2/shaders/passthroughps.h"
25#include "libGLESv2/shaders/luminanceps.h"
26#include "libGLESv2/shaders/componentmaskps.h"
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000027
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +000028const BYTE* const g_shaderCode[] =
29{
30 g_vs20_standardvs,
31 g_vs20_flipyvs,
32 g_ps20_passthroughps,
33 g_ps20_luminanceps,
34 g_ps20_componentmaskps
35};
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000036
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +000037const size_t g_shaderSize[] =
38{
39 sizeof(g_vs20_standardvs),
40 sizeof(g_vs20_flipyvs),
41 sizeof(g_ps20_passthroughps),
42 sizeof(g_ps20_luminanceps),
43 sizeof(g_ps20_componentmaskps)
44};
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000045}
46
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000047namespace rx
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000048{
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000049Blit::Blit(rx::Renderer9 *renderer)
daniel@transgaming.come4733d72012-10-31 18:07:01 +000050 : mRenderer(renderer), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL), mSavedStateBlock(NULL)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000051{
52 initGeometry();
53 memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
54}
55
56Blit::~Blit()
57{
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +000058 if (mSavedStateBlock) mSavedStateBlock->Release();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000059 if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
60 if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
61
62 for (int i = 0; i < SHADER_COUNT; i++)
63 {
64 if (mCompiledShaders[i])
65 {
66 mCompiledShaders[i]->Release();
67 }
68 }
69}
70
daniel@transgaming.com621ce052012-10-31 17:52:29 +000071// D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000072void Blit::initGeometry()
73{
74 static const float quad[] =
75 {
76 -1, -1,
77 -1, 1,
78 1, -1,
79 1, 1
80 };
81
daniel@transgaming.come4733d72012-10-31 18:07:01 +000082 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000083
daniel@transgaming.comaa614602011-04-28 16:20:58 +000084 HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000085
daniel@transgaming.comaa614602011-04-28 16:20:58 +000086 if (FAILED(result))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000087 {
daniel@transgaming.comaa614602011-04-28 16:20:58 +000088 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +000089 return error(GL_OUT_OF_MEMORY);
90 }
91
daniel@transgaming.comaa614602011-04-28 16:20:58 +000092 void *lockPtr = NULL;
93 result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
94
95 if (FAILED(result) || lockPtr == NULL)
96 {
97 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
98 return error(GL_OUT_OF_MEMORY);
99 }
100
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000101 memcpy(lockPtr, quad, sizeof(quad));
102 mQuadVertexBuffer->Unlock();
103
104 static const D3DVERTEXELEMENT9 elements[] =
105 {
106 { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
107 D3DDECL_END()
108 };
109
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000110 result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
111
112 if (FAILED(result))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000113 {
daniel@transgaming.comaa614602011-04-28 16:20:58 +0000114 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000115 return error(GL_OUT_OF_MEMORY);
116 }
117}
118
119template <class D3DShaderType>
120bool Blit::setShader(ShaderId source, const char *profile,
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000121 D3DShaderType *(rx::Renderer9::*createShader)(const DWORD *, size_t length),
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000122 HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
123{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000124 IDirect3DDevice9 *device = mRenderer->getDevice(); // D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000125
126 D3DShaderType *shader;
127
128 if (mCompiledShaders[source] != NULL)
129 {
130 shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
131 }
132 else
133 {
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +0000134 const BYTE* shaderCode = g_shaderCode[source];
135 size_t shaderSize = g_shaderSize[source];
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000136
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000137 shader = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize);
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +0000138 if (!shader)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000139 {
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +0000140 ERR("Failed to create shader for blit operation");
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000141 return false;
142 }
143
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000144 mCompiledShaders[source] = shader;
145 }
146
147 HRESULT hr = (device->*setShader)(shader);
148
149 if (FAILED(hr))
150 {
apatrick@chromium.org99fbbe82012-07-19 19:11:24 +0000151 ERR("Failed to set shader for blit operation");
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000152 return false;
153 }
154
155 return true;
156}
157
158bool Blit::setVertexShader(ShaderId shader)
159{
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000160 return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &rx::Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000161}
162
163bool Blit::setPixelShader(ShaderId shader)
164{
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +0000165 return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &rx::Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000166}
167
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000168RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const
169{
170 D3DSURFACE_DESC desc;
171 surface->GetDesc(&desc);
172
173 RECT rect;
174 rect.left = 0;
175 rect.top = 0;
176 rect.right = desc.Width;
177 rect.bottom = desc.Height;
178
179 return rect;
180}
181
182bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
183{
184 IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
185 if (!texture)
186 {
187 return false;
188 }
189
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000190 // D3D9_REPLACE
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000191 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000192
193 saveState();
194
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000195 device->SetTexture(0, texture);
196 device->SetRenderTarget(0, dest);
197
198 setVertexShader(SHADER_VS_STANDARD);
199 setPixelShader(SHADER_PS_PASSTHROUGH);
200
201 setCommonBlitState();
202 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
203 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
204
205 setViewport(getSurfaceRect(dest), 0, 0);
206
207 render();
208
209 texture->Release();
210
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000211 restoreState();
212
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000213 return true;
214}
215
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000216bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
daniel@transgaming.comeef864a2011-04-22 11:33:27 +0000217{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000218 // D3D9_REPLACE
daniel@transgaming.comd186dc72012-11-28 19:40:16 +0000219 RenderTarget9 *renderTarget = NULL;
220 IDirect3DSurface9 *source = NULL;
221 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
222
223 if (colorbuffer)
224 {
225 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
226 }
227
228 if (renderTarget)
229 {
230 source = renderTarget->getSurface();
231 }
232
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000233 if (!source)
234 {
235 ERR("Failed to retrieve the render target.");
236 return error(GL_OUT_OF_MEMORY, false);
237 }
238
239 IDirect3DSurface9 *destSurface = storage->getSurfaceLevel(level, true);
240 bool result = false;
241
242 if (destSurface)
243 {
244 result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
245 destSurface->Release();
246 }
247
248 source->Release();
249 return result;
250}
251
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000252bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000253{
254 // D3D9_REPLACE
daniel@transgaming.comd186dc72012-11-28 19:40:16 +0000255 RenderTarget9 *renderTarget = NULL;
256 IDirect3DSurface9 *source = NULL;
257 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
258
259 if (colorbuffer)
260 {
261 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
262 }
263
264 if (renderTarget)
265 {
266 source = renderTarget->getSurface();
267 }
268
daniel@transgaming.com3cef5392012-10-31 19:52:15 +0000269 if (!source)
270 {
271 ERR("Failed to retrieve the render target.");
272 return error(GL_OUT_OF_MEMORY, false);
273 }
274
275 IDirect3DSurface9 *destSurface = storage->getCubeMapSurface(target, level, true);
276 bool result = false;
277
278 if (destSurface)
279 {
280 result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
281 destSurface->Release();
282 }
283
284 source->Release();
285 return result;
286}
287
288bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
289{
290 if (!dest)
291 {
292 return false;
293 }
294
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000295 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.comeef864a2011-04-22 11:33:27 +0000296
297 D3DSURFACE_DESC sourceDesc;
298 D3DSURFACE_DESC destDesc;
299 source->GetDesc(&sourceDesc);
300 dest->GetDesc(&destDesc);
301
daniel@transgaming.comad52cb12012-10-17 18:14:45 +0000302 if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000303 d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect
daniel@transgaming.comeef864a2011-04-22 11:33:27 +0000304 {
305 RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
306 HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
307
308 if (FAILED(result))
309 {
310 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
311 return error(GL_OUT_OF_MEMORY, false);
312 }
313 }
314 else
315 {
316 return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
317 }
daniel@transgaming.comeef864a2011-04-22 11:33:27 +0000318 return true;
319}
320
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000321bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
322{
323 IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
324 if (!texture)
325 {
326 return false;
327 }
328
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000329 // D3D9_REPLACE
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000330 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000331
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000332 saveState();
333
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000334 device->SetTexture(0, texture);
335 device->SetRenderTarget(0, dest);
336
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000337 setViewport(sourceRect, xoffset, yoffset);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000338
339 setCommonBlitState();
340 if (setFormatConvertShaders(destFormat))
341 {
342 render();
343 }
344
345 texture->Release();
346
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000347 restoreState();
348
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000349 return true;
350}
351
352bool Blit::setFormatConvertShaders(GLenum destFormat)
353{
354 bool okay = setVertexShader(SHADER_VS_STANDARD);
355
356 switch (destFormat)
357 {
358 default: UNREACHABLE();
359 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000360 case GL_BGRA_EXT:
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000361 case GL_RGB:
362 case GL_ALPHA:
363 okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
364 break;
365
366 case GL_LUMINANCE:
367 case GL_LUMINANCE_ALPHA:
368 okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
369 break;
370 }
371
372 if (!okay)
373 {
374 return false;
375 }
376
377 enum { X = 0, Y = 1, Z = 2, W = 3 };
378
379 // The meaning of this constant depends on the shader that was selected.
380 // See the shader assembly code above for details.
381 float psConst0[4] = { 0, 0, 0, 0 };
382
383 switch (destFormat)
384 {
385 default: UNREACHABLE();
386 case GL_RGBA:
daniel@transgaming.coma9198d92010-08-08 04:49:56 +0000387 case GL_BGRA_EXT:
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000388 psConst0[X] = 1;
389 psConst0[Z] = 1;
390 break;
391
392 case GL_RGB:
393 psConst0[X] = 1;
394 psConst0[W] = 1;
395 break;
396
397 case GL_ALPHA:
398 psConst0[Z] = 1;
399 break;
400
401 case GL_LUMINANCE:
402 psConst0[Y] = 1;
403 break;
404
405 case GL_LUMINANCE_ALPHA:
406 psConst0[X] = 1;
407 break;
408 }
409
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000410 mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst0, 1); // D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000411
412 return true;
413}
414
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000415// D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000416IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
417{
daniel@transgaming.comd36c6a02010-08-31 12:15:09 +0000418 if (!surface)
419 {
420 return NULL;
421 }
422
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000423 IDirect3DDevice9 *device = mRenderer->getDevice(); // D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000424
425 D3DSURFACE_DESC sourceDesc;
426 surface->GetDesc(&sourceDesc);
427
428 // Copy the render target into a texture
429 IDirect3DTexture9 *texture;
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000430 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 +0000431
432 if (FAILED(result))
433 {
434 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
435 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
436 }
437
438 IDirect3DSurface9 *textureSurface;
439 result = texture->GetSurfaceLevel(0, &textureSurface);
440
441 if (FAILED(result))
442 {
443 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
444 texture->Release();
445 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
446 }
447
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000448 mRenderer->endScene();
daniel@transgaming.com4c5142c2010-10-15 17:58:27 +0000449 result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000450
451 textureSurface->Release();
452
453 if (FAILED(result))
454 {
455 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
456 texture->Release();
457 return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
458 }
459
460 return texture;
461}
462
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000463void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000464{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000465 IDirect3DDevice9 *device = mRenderer->getDevice(); // D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000466
467 D3DVIEWPORT9 vp;
468 vp.X = xoffset;
469 vp.Y = yoffset;
470 vp.Width = sourceRect.right - sourceRect.left;
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000471 vp.Height = sourceRect.bottom - sourceRect.top;
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000472 vp.MinZ = 0.0f;
473 vp.MaxZ = 1.0f;
474 device->SetViewport(&vp);
475
476 float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
477 device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
478}
479
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000480// D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000481void Blit::setCommonBlitState()
482{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000483 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000484
485 device->SetDepthStencilSurface(NULL);
486
487 device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
488 device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
489 device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
490 device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
491 device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
492 device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
493 device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
494 device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
495
496 device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
497 device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
498 device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +0000499 device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
500 device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
daniel@transgaming.com81655a72010-05-20 19:18:17 +0000501
daniel@transgaming.com74d760b2010-11-03 12:27:18 +0000502 RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
503 device->SetScissorRect(&scissorRect);
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +0000504
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +0000505 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
daniel@transgaming.com8ca9c6e2012-01-27 15:38:54 +0000506 {
507 device->SetStreamSourceFreq(i, 1);
508 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000509}
510
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000511// D3D9_REPLACE
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000512void Blit::render()
513{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000514 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000515
516 HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
517 hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
518
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000519 mRenderer->startScene();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000520 hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000521}
522
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000523// D3D9_REPLACE
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000524void Blit::saveState()
525{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000526 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000527
528 HRESULT hr;
529
530 device->GetDepthStencilSurface(&mSavedDepthStencil);
531 device->GetRenderTarget(0, &mSavedRenderTarget);
532
533 if (mSavedStateBlock == NULL)
534 {
535 hr = device->BeginStateBlock();
536 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
537
538 setCommonBlitState();
539
540 static const float dummyConst[4] = { 0, 0, 0, 0 };
541
542 device->SetVertexShader(NULL);
543 device->SetVertexShaderConstantF(0, dummyConst, 1);
544 device->SetPixelShader(NULL);
545 device->SetPixelShaderConstantF(0, dummyConst, 1);
546
547 D3DVIEWPORT9 dummyVp;
548 dummyVp.X = 0;
549 dummyVp.Y = 0;
550 dummyVp.Width = 1;
551 dummyVp.Height = 1;
552 dummyVp.MinZ = 0;
553 dummyVp.MaxZ = 1;
554
555 device->SetViewport(&dummyVp);
556
557 device->SetTexture(0, NULL);
558
559 device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
560
561 device->SetVertexDeclaration(mQuadVertexDeclaration);
562
563 hr = device->EndStateBlock(&mSavedStateBlock);
564 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
565 }
566
567 ASSERT(mSavedStateBlock != NULL);
568
569 if (mSavedStateBlock != NULL)
570 {
571 hr = mSavedStateBlock->Capture();
572 ASSERT(SUCCEEDED(hr));
573 }
574}
575
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000576// D3D9_REPLACE
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000577void Blit::restoreState()
578{
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000579 IDirect3DDevice9 *device = mRenderer->getDevice();
daniel@transgaming.com1ddd1dd2010-05-11 02:29:34 +0000580
581 device->SetDepthStencilSurface(mSavedDepthStencil);
582 if (mSavedDepthStencil != NULL)
583 {
584 mSavedDepthStencil->Release();
585 mSavedDepthStencil = NULL;
586 }
587
588 device->SetRenderTarget(0, mSavedRenderTarget);
589 if (mSavedRenderTarget != NULL)
590 {
591 mSavedRenderTarget->Release();
592 mSavedRenderTarget = NULL;
593 }
594
595 ASSERT(mSavedStateBlock != NULL);
596
597 if (mSavedStateBlock != NULL)
598 {
599 mSavedStateBlock->Apply();
600 }
601}
602
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000603}