diff options
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp | 410 |
1 files changed, 410 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp new file mode 100755 index 000000000..18e1b3da4 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp @@ -0,0 +1,410 @@ +// +// Copyright 2014 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. +// + +// Framebuffer9.cpp: Implements the Framebuffer9 class. + +#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" + +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Texture.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/ContextImpl.h" +#include "libANGLE/renderer/renderer_utils.h" +#include "libANGLE/renderer/d3d/TextureD3D.h" +#include "libANGLE/renderer/d3d/d3d9/Renderer9.h" +#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" +#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h" +#include "libANGLE/renderer/d3d/d3d9/formatutils9.h" +#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" + +namespace rx +{ + +Framebuffer9::Framebuffer9(const gl::FramebufferState &data, Renderer9 *renderer) + : FramebufferD3D(data, renderer), mRenderer(renderer) +{ + ASSERT(mRenderer != nullptr); +} + +Framebuffer9::~Framebuffer9() +{ +} + +gl::Error Framebuffer9::discard(size_t, const GLenum *) +{ + // Extension not implemented in D3D9 renderer + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +gl::Error Framebuffer9::invalidate(size_t, const GLenum *) +{ + // Shouldn't ever reach here in D3D9 + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +gl::Error Framebuffer9::invalidateSub(size_t, const GLenum *, const gl::Rectangle &) +{ + // Shouldn't ever reach here in D3D9 + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +gl::Error Framebuffer9::clearImpl(ContextImpl *context, const ClearParameters &clearParams) +{ + const gl::FramebufferAttachment *colorAttachment = mState.getColorAttachment(0); + const gl::FramebufferAttachment *depthStencilAttachment = mState.getDepthOrStencilAttachment(); + + gl::Error error = + mRenderer->applyRenderTarget(context, colorAttachment, depthStencilAttachment); + if (error.isError()) + { + return error; + } + + const gl::State &glState = context->getGLState(); + float nearZ = glState.getNearPlane(); + float farZ = glState.getFarPlane(); + mRenderer->setViewport(glState.getViewport(), nearZ, farZ, GL_TRIANGLES, + glState.getRasterizerState().frontFace, true); + + mRenderer->setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled()); + + return mRenderer->clear(clearParams, colorAttachment, depthStencilAttachment); +} + +gl::Error Framebuffer9::readPixelsImpl(const gl::Rectangle &area, + GLenum format, + GLenum type, + size_t outputPitch, + const gl::PixelPackState &pack, + uint8_t *pixels) const +{ + ASSERT(pack.pixelBuffer.get() == nullptr); + + const gl::FramebufferAttachment *colorbuffer = mState.getColorAttachment(0); + ASSERT(colorbuffer); + + RenderTarget9 *renderTarget = nullptr; + gl::Error error = colorbuffer->getRenderTarget(&renderTarget); + if (error.isError()) + { + return error; + } + ASSERT(renderTarget); + + IDirect3DSurface9 *surface = renderTarget->getSurface(); + ASSERT(surface); + + D3DSURFACE_DESC desc; + surface->GetDesc(&desc); + + if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) + { + UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target + SafeRelease(surface); + return gl::Error(GL_OUT_OF_MEMORY, "ReadPixels is unimplemented for multisampled framebuffer attachments."); + } + + IDirect3DDevice9 *device = mRenderer->getDevice(); + ASSERT(device); + + HRESULT result; + IDirect3DSurface9 *systemSurface = nullptr; + bool directToPixels = !pack.reverseRowOrder && pack.alignment <= 4 && mRenderer->getShareHandleSupport() && + area.x == 0 && area.y == 0 && + static_cast<UINT>(area.width) == desc.Width && static_cast<UINT>(area.height) == desc.Height && + desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE; + if (directToPixels) + { + // Use the pixels ptr as a shared handle to write directly into client's memory + result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, + D3DPOOL_SYSTEMMEM, &systemSurface, reinterpret_cast<void**>(&pixels)); + if (FAILED(result)) + { + // Try again without the shared handle + directToPixels = false; + } + } + + if (!directToPixels) + { + result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, + D3DPOOL_SYSTEMMEM, &systemSurface, nullptr); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + SafeRelease(surface); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal texture for ReadPixels."); + } + } + + result = device->GetRenderTargetData(surface, systemSurface); + SafeRelease(surface); + + if (FAILED(result)) + { + SafeRelease(systemSurface); + + // It turns out that D3D will sometimes produce more error + // codes than those documented. + if (d3d9::isDeviceLostError(result)) + { + mRenderer->notifyDeviceLost(); + } + else + { + UNREACHABLE(); + } + + return gl::Error(GL_OUT_OF_MEMORY, "Failed to read internal render target data."); + } + + if (directToPixels) + { + SafeRelease(systemSurface); + return gl::Error(GL_NO_ERROR); + } + + RECT rect; + rect.left = gl::clamp(area.x, 0L, static_cast<LONG>(desc.Width)); + rect.top = gl::clamp(area.y, 0L, static_cast<LONG>(desc.Height)); + rect.right = gl::clamp(area.x + area.width, 0L, static_cast<LONG>(desc.Width)); + rect.bottom = gl::clamp(area.y + area.height, 0L, static_cast<LONG>(desc.Height)); + + D3DLOCKED_RECT lock; + result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); + + if (FAILED(result)) + { + UNREACHABLE(); + SafeRelease(systemSurface); + + return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal render target."); + } + + uint8_t *source = reinterpret_cast<uint8_t *>(lock.pBits); + int inputPitch = lock.Pitch; + + const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format); + gl::FormatType formatType(format, type); + + // TODO(jmadill): Maybe we can avoid a copy of pack parameters here? + PackPixelsParams packParams; + packParams.area.x = rect.left; + packParams.area.y = rect.top; + packParams.area.width = rect.right - rect.left; + packParams.area.height = rect.bottom - rect.top; + packParams.format = format; + packParams.type = type; + packParams.outputPitch = static_cast<GLuint>(outputPitch); + packParams.pack = pack; + + PackPixels(packParams, d3dFormatInfo.info(), inputPitch, source, pixels); + + systemSurface->UnlockRect(); + SafeRelease(systemSurface); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Framebuffer9::blitImpl(const gl::Rectangle &sourceArea, + const gl::Rectangle &destArea, + const gl::Rectangle *scissor, + bool blitRenderTarget, + bool blitDepth, + bool blitStencil, + GLenum filter, + const gl::Framebuffer *sourceFramebuffer) +{ + ASSERT(filter == GL_NEAREST); + + IDirect3DDevice9 *device = mRenderer->getDevice(); + ASSERT(device); + + mRenderer->endScene(); + + if (blitRenderTarget) + { + const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getColorbuffer(0); + ASSERT(readBuffer); + + RenderTarget9 *readRenderTarget = nullptr; + gl::Error error = readBuffer->getRenderTarget(&readRenderTarget); + if (error.isError()) + { + return error; + } + ASSERT(readRenderTarget); + + const gl::FramebufferAttachment *drawBuffer = mState.getColorAttachment(0); + ASSERT(drawBuffer); + + RenderTarget9 *drawRenderTarget = nullptr; + error = drawBuffer->getRenderTarget(&drawRenderTarget); + if (error.isError()) + { + return error; + } + ASSERT(drawRenderTarget); + + // The getSurface calls do an AddRef so save them until after no errors are possible + IDirect3DSurface9* readSurface = readRenderTarget->getSurface(); + ASSERT(readSurface); + + IDirect3DSurface9* drawSurface = drawRenderTarget->getSurface(); + ASSERT(drawSurface); + + gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1); + gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1); + + RECT srcRect; + srcRect.left = sourceArea.x; + srcRect.right = sourceArea.x + sourceArea.width; + srcRect.top = sourceArea.y; + srcRect.bottom = sourceArea.y + sourceArea.height; + + RECT dstRect; + dstRect.left = destArea.x; + dstRect.right = destArea.x + destArea.width; + dstRect.top = destArea.y; + dstRect.bottom = destArea.y + destArea.height; + + // Clip the rectangles to the scissor rectangle + if (scissor) + { + if (dstRect.left < scissor->x) + { + srcRect.left += (scissor->x - dstRect.left); + dstRect.left = scissor->x; + } + if (dstRect.top < scissor->y) + { + srcRect.top += (scissor->y - dstRect.top); + dstRect.top = scissor->y; + } + if (dstRect.right > scissor->x + scissor->width) + { + srcRect.right -= (dstRect.right - (scissor->x + scissor->width)); + dstRect.right = scissor->x + scissor->width; + } + if (dstRect.bottom > scissor->y + scissor->height) + { + srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height)); + dstRect.bottom = scissor->y + scissor->height; + } + } + + // Clip the rectangles to the destination size + if (dstRect.left < 0) + { + srcRect.left += -dstRect.left; + dstRect.left = 0; + } + if (dstRect.right > dstSize.width) + { + srcRect.right -= (dstRect.right - dstSize.width); + dstRect.right = dstSize.width; + } + if (dstRect.top < 0) + { + srcRect.top += -dstRect.top; + dstRect.top = 0; + } + if (dstRect.bottom > dstSize.height) + { + srcRect.bottom -= (dstRect.bottom - dstSize.height); + dstRect.bottom = dstSize.height; + } + + // Clip the rectangles to the source size + if (srcRect.left < 0) + { + dstRect.left += -srcRect.left; + srcRect.left = 0; + } + if (srcRect.right > srcSize.width) + { + dstRect.right -= (srcRect.right - srcSize.width); + srcRect.right = srcSize.width; + } + if (srcRect.top < 0) + { + dstRect.top += -srcRect.top; + srcRect.top = 0; + } + if (srcRect.bottom > srcSize.height) + { + dstRect.bottom -= (srcRect.bottom - srcSize.height); + srcRect.bottom = srcSize.height; + } + + HRESULT result = device->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE); + + SafeRelease(readSurface); + SafeRelease(drawSurface); + + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result); + } + } + + if (blitDepth || blitStencil) + { + const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilbuffer(); + ASSERT(readBuffer); + + RenderTarget9 *readDepthStencil = nullptr; + gl::Error error = readBuffer->getRenderTarget(&readDepthStencil); + if (error.isError()) + { + return error; + } + ASSERT(readDepthStencil); + + const gl::FramebufferAttachment *drawBuffer = mState.getDepthOrStencilAttachment(); + ASSERT(drawBuffer); + + RenderTarget9 *drawDepthStencil = nullptr; + error = drawBuffer->getRenderTarget(&drawDepthStencil); + if (error.isError()) + { + return error; + } + ASSERT(drawDepthStencil); + + // The getSurface calls do an AddRef so save them until after no errors are possible + IDirect3DSurface9* readSurface = readDepthStencil->getSurface(); + ASSERT(readDepthStencil); + + IDirect3DSurface9* drawSurface = drawDepthStencil->getSurface(); + ASSERT(drawDepthStencil); + + HRESULT result = device->StretchRect(readSurface, nullptr, drawSurface, nullptr, D3DTEXF_NONE); + + SafeRelease(readSurface); + SafeRelease(drawSurface); + + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result); + } + } + + return gl::Error(GL_NO_ERROR); +} + +GLenum Framebuffer9::getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const +{ + RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTarget); + const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(renderTarget9->getD3DFormat()); + return d3dFormatInfo.info().glInternalFormat; +} + +} // namespace rx |