| // |
| // Copyright 2002 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. |
| // |
| |
| // Blit9.cpp: Surface copy utility class. |
| |
| #include "libANGLE/renderer/d3d/d3d9/Blit9.h" |
| |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/FramebufferAttachment.h" |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/renderer/d3d/TextureD3D.h" |
| #include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" |
| #include "libANGLE/renderer/d3d/d3d9/Renderer9.h" |
| #include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h" |
| #include "libANGLE/renderer/d3d/d3d9/formatutils9.h" |
| #include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" |
| |
| namespace |
| { |
| // Precompiled shaders |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskpremultps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskunmultps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminancepremultps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceunmultps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h" |
| #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h" |
| |
| const BYTE *const g_shaderCode[] = { |
| g_vs20_standardvs, |
| g_ps20_passthroughps, |
| g_ps20_luminanceps, |
| g_ps20_luminancepremultps, |
| g_ps20_luminanceunmultps, |
| g_ps20_componentmaskps, |
| g_ps20_componentmaskpremultps, |
| g_ps20_componentmaskunmultps, |
| }; |
| |
| const size_t g_shaderSize[] = { |
| sizeof(g_vs20_standardvs), |
| sizeof(g_ps20_passthroughps), |
| sizeof(g_ps20_luminanceps), |
| sizeof(g_ps20_luminancepremultps), |
| sizeof(g_ps20_luminanceunmultps), |
| sizeof(g_ps20_componentmaskps), |
| sizeof(g_ps20_componentmaskpremultps), |
| sizeof(g_ps20_componentmaskunmultps), |
| }; |
| } // namespace |
| |
| namespace rx |
| { |
| |
| Blit9::Blit9(Renderer9 *renderer) |
| : mRenderer(renderer), |
| mGeometryLoaded(false), |
| mQuadVertexBuffer(nullptr), |
| mQuadVertexDeclaration(nullptr), |
| mSavedStateBlock(nullptr), |
| mSavedRenderTarget(nullptr), |
| mSavedDepthStencil(nullptr) |
| { |
| memset(mCompiledShaders, 0, sizeof(mCompiledShaders)); |
| } |
| |
| Blit9::~Blit9() |
| { |
| SafeRelease(mSavedStateBlock); |
| SafeRelease(mQuadVertexBuffer); |
| SafeRelease(mQuadVertexDeclaration); |
| |
| for (int i = 0; i < SHADER_COUNT; i++) |
| { |
| SafeRelease(mCompiledShaders[i]); |
| } |
| } |
| |
| angle::Result Blit9::initialize(Context9 *context9) |
| { |
| if (mGeometryLoaded) |
| { |
| return angle::Result::Continue; |
| } |
| |
| static const float quad[] = {-1, -1, -1, 1, 1, -1, 1, 1}; |
| |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, |
| D3DPOOL_DEFAULT, &mQuadVertexBuffer, nullptr); |
| |
| ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader"); |
| |
| void *lockPtr = nullptr; |
| result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0); |
| |
| ANGLE_TRY_HR(context9, result, "Failed to lock internal blit vertex shader"); |
| ASSERT(lockPtr); |
| |
| memcpy(lockPtr, quad, sizeof(quad)); |
| mQuadVertexBuffer->Unlock(); |
| |
| static const D3DVERTEXELEMENT9 elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END()}; |
| |
| result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration); |
| ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader declaration"); |
| |
| mGeometryLoaded = true; |
| return angle::Result::Continue; |
| } |
| |
| template <class D3DShaderType> |
| angle::Result Blit9::setShader(Context9 *context9, |
| ShaderId source, |
| const char *profile, |
| angle::Result (Renderer9::*createShader)(d3d::Context *, |
| const DWORD *, |
| size_t length, |
| D3DShaderType **outShader), |
| HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *)) |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| D3DShaderType *shader = nullptr; |
| |
| if (mCompiledShaders[source] != nullptr) |
| { |
| shader = static_cast<D3DShaderType *>(mCompiledShaders[source]); |
| } |
| else |
| { |
| const BYTE *shaderCode = g_shaderCode[source]; |
| size_t shaderSize = g_shaderSize[source]; |
| ANGLE_TRY((mRenderer->*createShader)(context9, reinterpret_cast<const DWORD *>(shaderCode), |
| shaderSize, &shader)); |
| mCompiledShaders[source] = shader; |
| } |
| |
| HRESULT hr = (device->*setShader)(shader); |
| ANGLE_TRY_HR(context9, hr, "Failed to set shader for blit operation"); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Blit9::setVertexShader(Context9 *context9, ShaderId shader) |
| { |
| return setShader<IDirect3DVertexShader9>(context9, shader, "vs_2_0", |
| &Renderer9::createVertexShader, |
| &IDirect3DDevice9::SetVertexShader); |
| } |
| |
| angle::Result Blit9::setPixelShader(Context9 *context9, ShaderId shader) |
| { |
| return setShader<IDirect3DPixelShader9>(context9, shader, "ps_2_0", |
| &Renderer9::createPixelShader, |
| &IDirect3DDevice9::SetPixelShader); |
| } |
| |
| RECT Blit9::getSurfaceRect(IDirect3DSurface9 *surface) const |
| { |
| D3DSURFACE_DESC desc; |
| surface->GetDesc(&desc); |
| |
| RECT rect; |
| rect.left = 0; |
| rect.top = 0; |
| rect.right = desc.Width; |
| rect.bottom = desc.Height; |
| |
| return rect; |
| } |
| |
| gl::Extents Blit9::getSurfaceSize(IDirect3DSurface9 *surface) const |
| { |
| D3DSURFACE_DESC desc; |
| surface->GetDesc(&desc); |
| |
| return gl::Extents(desc.Width, desc.Height, 1); |
| } |
| |
| angle::Result Blit9::boxFilter(Context9 *context9, |
| IDirect3DSurface9 *source, |
| IDirect3DSurface9 *dest) |
| { |
| ANGLE_TRY(initialize(context9)); |
| |
| angle::ComPtr<IDirect3DBaseTexture9> texture = nullptr; |
| ANGLE_TRY(copySurfaceToTexture(context9, source, getSurfaceRect(source), &texture)); |
| |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| saveState(); |
| |
| device->SetTexture(0, texture.Get()); |
| device->SetRenderTarget(0, dest); |
| |
| ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD)); |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_PASSTHROUGH)); |
| |
| setCommonBlitState(); |
| device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
| device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
| |
| setViewportAndShaderConstants(getSurfaceRect(source), getSurfaceSize(source), |
| getSurfaceRect(dest), false); |
| |
| render(); |
| |
| restoreState(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Blit9::copy2D(const gl::Context *context, |
| const gl::Framebuffer *framebuffer, |
| const RECT &sourceRect, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| TextureStorage *storage, |
| GLint level) |
| { |
| Context9 *context9 = GetImplAs<Context9>(context); |
| |
| ANGLE_TRY(initialize(context9)); |
| |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0); |
| ASSERT(colorbuffer); |
| |
| RenderTarget9 *renderTarget9 = nullptr; |
| ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9)); |
| ASSERT(renderTarget9); |
| |
| angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface(); |
| ASSERT(source); |
| |
| angle::ComPtr<IDirect3DSurface9> destSurface = nullptr; |
| TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage); |
| ANGLE_TRY( |
| storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, true, &destSurface)); |
| ASSERT(destSurface); |
| |
| ANGLE_TRY(copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset, |
| destSurface.Get(), false, false, false)); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Blit9::copyCube(const gl::Context *context, |
| const gl::Framebuffer *framebuffer, |
| const RECT &sourceRect, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| TextureStorage *storage, |
| gl::TextureTarget target, |
| GLint level) |
| { |
| Context9 *context9 = GetImplAs<Context9>(context); |
| |
| ANGLE_TRY(initialize(context9)); |
| |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0); |
| ASSERT(colorbuffer); |
| |
| RenderTarget9 *renderTarget9 = nullptr; |
| ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9)); |
| ASSERT(renderTarget9); |
| |
| angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface(); |
| ASSERT(source); |
| |
| angle::ComPtr<IDirect3DSurface9> destSurface = nullptr; |
| TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage); |
| ANGLE_TRY(storage9->getSurfaceLevel(context, target, level, true, &destSurface)); |
| ASSERT(destSurface); |
| |
| return copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset, |
| destSurface.Get(), false, false, false); |
| } |
| |
| angle::Result Blit9::copyTexture(const gl::Context *context, |
| const gl::Texture *source, |
| GLint sourceLevel, |
| const RECT &sourceRect, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| TextureStorage *storage, |
| gl::TextureTarget destTarget, |
| GLint destLevel, |
| bool flipY, |
| bool premultiplyAlpha, |
| bool unmultiplyAlpha) |
| { |
| Context9 *context9 = GetImplAs<Context9>(context); |
| ANGLE_TRY(initialize(context9)); |
| |
| TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); |
| |
| TextureStorage *sourceStorage = nullptr; |
| ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage)); |
| |
| TextureStorage9_2D *sourceStorage9 = GetAs<TextureStorage9_2D>(sourceStorage); |
| ASSERT(sourceStorage9); |
| |
| TextureStorage9 *destStorage9 = GetAs<TextureStorage9>(storage); |
| ASSERT(destStorage9); |
| |
| ASSERT(sourceLevel == 0); |
| IDirect3DBaseTexture9 *sourceTexture = nullptr; |
| ANGLE_TRY(sourceStorage9->getBaseTexture(context, &sourceTexture)); |
| |
| angle::ComPtr<IDirect3DSurface9> sourceSurface = nullptr; |
| ANGLE_TRY(sourceStorage9->getSurfaceLevel(context, gl::TextureTarget::_2D, sourceLevel, true, |
| &sourceSurface)); |
| |
| angle::ComPtr<IDirect3DSurface9> destSurface = nullptr; |
| ANGLE_TRY(destStorage9->getSurfaceLevel(context, destTarget, destLevel, true, &destSurface)); |
| |
| return copy(context9, sourceSurface.Get(), sourceTexture, sourceRect, destFormat, destOffset, |
| destSurface.Get(), flipY, premultiplyAlpha, unmultiplyAlpha); |
| } |
| |
| angle::Result Blit9::copy(Context9 *context9, |
| IDirect3DSurface9 *source, |
| IDirect3DBaseTexture9 *sourceTexture, |
| const RECT &sourceRect, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| IDirect3DSurface9 *dest, |
| bool flipY, |
| bool premultiplyAlpha, |
| bool unmultiplyAlpha) |
| { |
| ASSERT(source != nullptr && dest != nullptr); |
| |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| D3DSURFACE_DESC sourceDesc; |
| D3DSURFACE_DESC destDesc; |
| source->GetDesc(&sourceDesc); |
| dest->GetDesc(&destDesc); |
| |
| // Check if it's possible to use StetchRect |
| if (sourceDesc.Format == destDesc.Format && (destDesc.Usage & D3DUSAGE_RENDERTARGET) && |
| d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat) && !flipY && |
| premultiplyAlpha == unmultiplyAlpha) |
| { |
| RECT destRect = {destOffset.x, destOffset.y, |
| destOffset.x + (sourceRect.right - sourceRect.left), |
| destOffset.y + (sourceRect.bottom - sourceRect.top)}; |
| HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT); |
| ANGLE_TRY_HR(context9, result, "StretchRect failed to blit between textures"); |
| return angle::Result::Continue; |
| } |
| |
| angle::ComPtr<IDirect3DBaseTexture9> texture = sourceTexture; |
| RECT adjustedSourceRect = sourceRect; |
| gl::Extents sourceSize(sourceDesc.Width, sourceDesc.Height, 1); |
| |
| if (texture == nullptr) |
| { |
| ANGLE_TRY(copySurfaceToTexture(context9, source, sourceRect, &texture)); |
| |
| // copySurfaceToTexture only copies in the sourceRect area of the source surface. |
| // Adjust sourceRect so that it is now covering the entire source texture |
| adjustedSourceRect.left = 0; |
| adjustedSourceRect.right = sourceRect.right - sourceRect.left; |
| adjustedSourceRect.top = 0; |
| adjustedSourceRect.bottom = sourceRect.bottom - sourceRect.top; |
| |
| sourceSize.width = sourceRect.right - sourceRect.left; |
| sourceSize.height = sourceRect.bottom - sourceRect.top; |
| } |
| |
| ANGLE_TRY(formatConvert(context9, texture.Get(), adjustedSourceRect, sourceSize, destFormat, |
| destOffset, dest, flipY, premultiplyAlpha, unmultiplyAlpha)); |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Blit9::formatConvert(Context9 *context9, |
| IDirect3DBaseTexture9 *source, |
| const RECT &sourceRect, |
| const gl::Extents &sourceSize, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| IDirect3DSurface9 *dest, |
| bool flipY, |
| bool premultiplyAlpha, |
| bool unmultiplyAlpha) |
| { |
| ANGLE_TRY(initialize(context9)); |
| |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| saveState(); |
| |
| device->SetTexture(0, source); |
| device->SetRenderTarget(0, dest); |
| |
| RECT destRect; |
| destRect.left = destOffset.x; |
| destRect.right = destOffset.x + (sourceRect.right - sourceRect.left); |
| destRect.top = destOffset.y; |
| destRect.bottom = destOffset.y + (sourceRect.bottom - sourceRect.top); |
| |
| setViewportAndShaderConstants(sourceRect, sourceSize, destRect, flipY); |
| |
| setCommonBlitState(); |
| |
| angle::Result result = |
| setFormatConvertShaders(context9, destFormat, flipY, premultiplyAlpha, unmultiplyAlpha); |
| if (result == angle::Result::Continue) |
| { |
| render(); |
| } |
| |
| restoreState(); |
| |
| return result; |
| } |
| |
| angle::Result Blit9::setFormatConvertShaders(Context9 *context9, |
| GLenum destFormat, |
| bool flipY, |
| bool premultiplyAlpha, |
| bool unmultiplyAlpha) |
| { |
| ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD)); |
| |
| switch (destFormat) |
| { |
| case GL_RGBA: |
| case GL_BGRA_EXT: |
| case GL_RGB: |
| case GL_RG_EXT: |
| case GL_RED_EXT: |
| case GL_ALPHA: |
| if (premultiplyAlpha == unmultiplyAlpha) |
| { |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK)); |
| } |
| else if (premultiplyAlpha) |
| { |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_PREMULTIPLY_ALPHA)); |
| } |
| else |
| { |
| ASSERT(unmultiplyAlpha); |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_UNMULTIPLY_ALPHA)); |
| } |
| break; |
| |
| case GL_LUMINANCE: |
| case GL_LUMINANCE_ALPHA: |
| if (premultiplyAlpha == unmultiplyAlpha) |
| { |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE)); |
| } |
| else if (premultiplyAlpha) |
| { |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_PREMULTIPLY_ALPHA)); |
| } |
| else |
| { |
| ASSERT(unmultiplyAlpha); |
| ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_UNMULTIPLY_ALPHA)); |
| } |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| |
| enum |
| { |
| X = 0, |
| Y = 1, |
| Z = 2, |
| W = 3 |
| }; |
| |
| // The meaning of this constant depends on the shader that was selected. |
| // See the shader assembly code above for details. |
| // Allocate one array for both registers and split it into two float4's. |
| float psConst[8] = {0}; |
| float *multConst = &psConst[0]; |
| float *addConst = &psConst[4]; |
| |
| switch (destFormat) |
| { |
| case GL_RGBA: |
| case GL_BGRA_EXT: |
| multConst[X] = 1; |
| multConst[Y] = 1; |
| multConst[Z] = 1; |
| multConst[W] = 1; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 0; |
| break; |
| |
| case GL_RGB: |
| multConst[X] = 1; |
| multConst[Y] = 1; |
| multConst[Z] = 1; |
| multConst[W] = 0; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 1; |
| break; |
| |
| case GL_RG_EXT: |
| multConst[X] = 1; |
| multConst[Y] = 1; |
| multConst[Z] = 0; |
| multConst[W] = 0; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 1; |
| break; |
| |
| case GL_RED_EXT: |
| multConst[X] = 1; |
| multConst[Y] = 0; |
| multConst[Z] = 0; |
| multConst[W] = 0; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 1; |
| break; |
| |
| case GL_ALPHA: |
| multConst[X] = 0; |
| multConst[Y] = 0; |
| multConst[Z] = 0; |
| multConst[W] = 1; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 0; |
| break; |
| |
| case GL_LUMINANCE: |
| multConst[X] = 1; |
| multConst[Y] = 0; |
| multConst[Z] = 0; |
| multConst[W] = 0; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 1; |
| break; |
| |
| case GL_LUMINANCE_ALPHA: |
| multConst[X] = 1; |
| multConst[Y] = 0; |
| multConst[Z] = 0; |
| multConst[W] = 1; |
| addConst[X] = 0; |
| addConst[Y] = 0; |
| addConst[Z] = 0; |
| addConst[W] = 0; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| |
| mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result Blit9::copySurfaceToTexture(Context9 *context9, |
| IDirect3DSurface9 *surface, |
| const RECT &sourceRect, |
| angle::ComPtr<IDirect3DBaseTexture9> *outTexture) |
| { |
| ASSERT(surface); |
| |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| D3DSURFACE_DESC sourceDesc; |
| surface->GetDesc(&sourceDesc); |
| |
| // Copy the render target into a texture |
| angle::ComPtr<IDirect3DTexture9> texture; |
| HRESULT result = device->CreateTexture( |
| sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, |
| D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, nullptr); |
| ANGLE_TRY_HR(context9, result, "Failed to allocate internal texture for blit"); |
| |
| angle::ComPtr<IDirect3DSurface9> textureSurface; |
| result = texture->GetSurfaceLevel(0, &textureSurface); |
| ANGLE_TRY_HR(context9, result, "Failed to query surface of internal blit texture"); |
| |
| mRenderer->endScene(); |
| result = device->StretchRect(surface, &sourceRect, textureSurface.Get(), nullptr, D3DTEXF_NONE); |
| ANGLE_TRY_HR(context9, result, "Failed to copy between internal blit textures"); |
| *outTexture = texture; |
| |
| return angle::Result::Continue; |
| } |
| |
| void Blit9::setViewportAndShaderConstants(const RECT &sourceRect, |
| const gl::Extents &sourceSize, |
| const RECT &destRect, |
| bool flipY) |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| D3DVIEWPORT9 vp; |
| vp.X = destRect.left; |
| vp.Y = destRect.top; |
| vp.Width = destRect.right - destRect.left; |
| vp.Height = destRect.bottom - destRect.top; |
| vp.MinZ = 0.0f; |
| vp.MaxZ = 1.0f; |
| device->SetViewport(&vp); |
| |
| float vertexConstants[8] = { |
| // halfPixelAdjust |
| -1.0f / vp.Width, |
| 1.0f / vp.Height, |
| 0, |
| 0, |
| // texcoordOffset |
| static_cast<float>(sourceRect.left) / sourceSize.width, |
| static_cast<float>(flipY ? sourceRect.bottom : sourceRect.top) / sourceSize.height, |
| static_cast<float>(sourceRect.right - sourceRect.left) / sourceSize.width, |
| static_cast<float>(flipY ? sourceRect.top - sourceRect.bottom |
| : sourceRect.bottom - sourceRect.top) / |
| sourceSize.height, |
| }; |
| |
| device->SetVertexShaderConstantF(0, vertexConstants, 2); |
| } |
| |
| void Blit9::setCommonBlitState() |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| device->SetDepthStencilSurface(nullptr); |
| |
| device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); |
| device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); |
| device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); |
| device->SetRenderState(D3DRS_COLORWRITEENABLE, |
| D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | |
| D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED); |
| device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE); |
| device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); |
| |
| device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE); |
| device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| |
| RECT scissorRect = {}; // Scissoring is disabled for flipping, but we need this to capture and |
| // restore the old rectangle |
| device->SetScissorRect(&scissorRect); |
| |
| for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) |
| { |
| device->SetStreamSourceFreq(i, 1); |
| } |
| } |
| |
| void Blit9::render() |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float)); |
| hr = device->SetVertexDeclaration(mQuadVertexDeclaration); |
| |
| mRenderer->startScene(); |
| hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); |
| } |
| |
| void Blit9::saveState() |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| HRESULT hr; |
| |
| device->GetDepthStencilSurface(&mSavedDepthStencil); |
| device->GetRenderTarget(0, &mSavedRenderTarget); |
| |
| if (mSavedStateBlock == nullptr) |
| { |
| hr = device->BeginStateBlock(); |
| ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); |
| |
| setCommonBlitState(); |
| |
| static const float mockConst[8] = {0}; |
| |
| device->SetVertexShader(nullptr); |
| device->SetVertexShaderConstantF(0, mockConst, 2); |
| device->SetPixelShader(nullptr); |
| device->SetPixelShaderConstantF(0, mockConst, 2); |
| |
| D3DVIEWPORT9 mockVp; |
| mockVp.X = 0; |
| mockVp.Y = 0; |
| mockVp.Width = 1; |
| mockVp.Height = 1; |
| mockVp.MinZ = 0; |
| mockVp.MaxZ = 1; |
| |
| device->SetViewport(&mockVp); |
| |
| device->SetTexture(0, nullptr); |
| |
| device->SetStreamSource(0, mQuadVertexBuffer, 0, 0); |
| |
| device->SetVertexDeclaration(mQuadVertexDeclaration); |
| |
| hr = device->EndStateBlock(&mSavedStateBlock); |
| ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); |
| } |
| |
| ASSERT(mSavedStateBlock != nullptr); |
| |
| if (mSavedStateBlock != nullptr) |
| { |
| hr = mSavedStateBlock->Capture(); |
| ASSERT(SUCCEEDED(hr)); |
| } |
| } |
| |
| void Blit9::restoreState() |
| { |
| IDirect3DDevice9 *device = mRenderer->getDevice(); |
| |
| device->SetDepthStencilSurface(mSavedDepthStencil); |
| SafeRelease(mSavedDepthStencil); |
| |
| device->SetRenderTarget(0, mSavedRenderTarget); |
| SafeRelease(mSavedRenderTarget); |
| |
| ASSERT(mSavedStateBlock != nullptr); |
| |
| if (mSavedStateBlock != nullptr) |
| { |
| mSavedStateBlock->Apply(); |
| } |
| } |
| } // namespace rx |