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daniel@transgaming.com3c720782012-10-31 18:42:34 +00001//
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com3c720782012-10-31 18:42:34 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +00007// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
daniel@transgaming.com3c720782012-10-31 18:42:34 +00008
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +00009#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com3c720782012-10-31 18:42:34 +000010
11#include "common/debug.h"
12#include "libGLESv2/utilities.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000013#include "libGLESv2/renderer/renderer9_utils.h"
14#include "libGLESv2/renderer/Renderer9.h"
15#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3c720782012-10-31 18:42:34 +000016#include "libGLESv2/Context.h"
daniel@transgaming.comcfa8efd2012-11-28 19:30:55 +000017#include "libGLESv2/main.h"
daniel@transgaming.com3c720782012-10-31 18:42:34 +000018
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000019namespace rx
daniel@transgaming.com3c720782012-10-31 18:42:34 +000020{
21
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
23 GLenum backBufferFormat, GLenum depthBufferFormat)
24 : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
daniel@transgaming.com3c720782012-10-31 18:42:34 +000025{
26 mSwapChain = NULL;
27 mBackBuffer = NULL;
28 mDepthStencil = NULL;
29 mRenderTarget = NULL;
30 mOffscreenTexture = NULL;
31 mWidth = -1;
32 mHeight = -1;
33}
34
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000035SwapChain9::~SwapChain9()
daniel@transgaming.com3c720782012-10-31 18:42:34 +000036{
37 release();
38}
39
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000040void SwapChain9::release()
daniel@transgaming.com3c720782012-10-31 18:42:34 +000041{
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
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000091EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
daniel@transgaming.com3c720782012-10-31 18:42:34 +000092{
93 IDirect3DDevice9 *device = mRenderer->getDevice();
94
95 if (device == NULL)
96 {
97 return EGL_BAD_ACCESS;
98 }
99
100 // Evict all non-render target textures to system memory and release all resources
101 // before reallocating them to free up as much video memory as possible.
102 device->EvictManagedResources();
103
104 HRESULT result;
105
106 // Release specific resources to free up memory for the new render target, while the
107 // old render target still exists for the purpose of preserving its contents.
108 if (mSwapChain)
109 {
110 mSwapChain->Release();
111 mSwapChain = NULL;
112 }
113
114 if (mBackBuffer)
115 {
116 mBackBuffer->Release();
117 mBackBuffer = NULL;
118 }
119
120 if (mOffscreenTexture)
121 {
122 mOffscreenTexture->Release();
123 mOffscreenTexture = NULL;
124 }
125
126 if (mDepthStencil)
127 {
128 mDepthStencil->Release();
129 mDepthStencil = NULL;
130 }
131
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000132 HANDLE *pShareHandle = NULL;
133 if (!mWindow && mRenderer->getShareHandleSupport())
134 {
135 pShareHandle = &mShareHandle;
136 }
137
138 result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000139 gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000140 &mOffscreenTexture, pShareHandle);
141 if (FAILED(result))
142 {
143 ERR("Could not create offscreen texture: %08lX", result);
144 release();
145
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000146 if (d3d9::isDeviceLostError(result))
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000147 {
148 return EGL_CONTEXT_LOST;
149 }
150 else
151 {
152 return EGL_BAD_ALLOC;
153 }
154 }
155
156 IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
157
158 result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
159 ASSERT(SUCCEEDED(result));
160
161 if (oldRenderTarget)
162 {
163 RECT rect =
164 {
165 0, 0,
166 mWidth, mHeight
167 };
168
169 if (rect.right > static_cast<LONG>(backbufferWidth))
170 {
171 rect.right = backbufferWidth;
172 }
173
174 if (rect.bottom > static_cast<LONG>(backbufferHeight))
175 {
176 rect.bottom = backbufferHeight;
177 }
178
179 mRenderer->endScene();
180
181 result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
182 ASSERT(SUCCEEDED(result));
183
184 oldRenderTarget->Release();
185 }
186
187 if (mWindow)
188 {
189 D3DPRESENT_PARAMETERS presentParameters = {0};
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000190 presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat);
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000191 presentParameters.BackBufferCount = 1;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000192 presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat);
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000193 presentParameters.EnableAutoDepthStencil = FALSE;
194 presentParameters.Flags = 0;
195 presentParameters.hDeviceWindow = mWindow;
196 presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
197 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
198 presentParameters.PresentationInterval = convertInterval(swapInterval);
199 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
200 presentParameters.Windowed = TRUE;
201 presentParameters.BackBufferWidth = backbufferWidth;
202 presentParameters.BackBufferHeight = backbufferHeight;
203
204 // http://crbug.com/140239
205 // http://crbug.com/143434
206 //
207 // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
208 // when using the integrated Intel. This rounds the width up rather than down.
209 //
210 // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
211 // 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 +0000212 if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000213 {
214 presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
215 }
216
217 result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
218
219 if (FAILED(result))
220 {
221 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
222
223 ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
224 release();
225
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000226 if (d3d9::isDeviceLostError(result))
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000227 {
228 return EGL_CONTEXT_LOST;
229 }
230 else
231 {
232 return EGL_BAD_ALLOC;
233 }
234 }
235
236 result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
237 ASSERT(SUCCEEDED(result));
daniel@transgaming.comb323df02012-11-28 19:41:36 +0000238 InvalidateRect(mWindow, NULL, FALSE);
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000239 }
240
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000241 if (mDepthBufferFormat != GL_NONE)
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000242 {
243 result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000244 gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat),
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000245 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
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000254 if (d3d9::isDeviceLostError(result))
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000255 {
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
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000272EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000273{
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
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000340 mRenderer->markAllStateDirty();
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000341
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000342 if (d3d9::isDeviceLostError(result))
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000343 {
344 return EGL_CONTEXT_LOST;
345 }
346
347 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
348 {
349 return EGL_BAD_ALLOC;
350 }
351
352 ASSERT(SUCCEEDED(result));
353
354 return EGL_SUCCESS;
355}
356
357// Increments refcount on surface.
358// caller must Release() the returned surface
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000359IDirect3DSurface9 *SwapChain9::getRenderTarget()
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000360{
361 if (mRenderTarget)
362 {
363 mRenderTarget->AddRef();
364 }
365
366 return mRenderTarget;
367}
368
369// Increments refcount on surface.
370// caller must Release() the returned surface
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000371IDirect3DSurface9 *SwapChain9::getDepthStencil()
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000372{
373 if (mDepthStencil)
374 {
375 mDepthStencil->AddRef();
376 }
377
378 return mDepthStencil;
379}
380
381// Increments refcount on texture.
382// caller must Release() the returned texture
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000383IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000384{
385 if (mOffscreenTexture)
386 {
387 mOffscreenTexture->AddRef();
388 }
389
390 return mOffscreenTexture;
391}
392
daniel@transgaming.comd733bb82012-11-28 20:53:40 +0000393SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain)
394{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000395 ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain));
daniel@transgaming.comd733bb82012-11-28 20:53:40 +0000396 return static_cast<rx::SwapChain9*>(swapChain);
397}
398
daniel@transgaming.com3c720782012-10-31 18:42:34 +0000399}