diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-18 15:16:30 +0200 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-26 15:11:40 +0200 |
commit | 752497910b67b2a1a80560840ca44548d8893434 (patch) | |
tree | 541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp | |
parent | 7db527dbdd911c79f31425d099d1fc9c63e42453 (diff) |
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows.
The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software,
etc. remain unchanged, with the exception of the disapperance of
everything ANGLE related.
CMake builds now work identically to qmake on Windows: they default to
'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified.
On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by
default, just like Qt 5.15. This can be changed by switching to "desktop"
OpenGL, which will link to opengl32 (publicly, so other libs and applications
will do so as well) and disallows using another OpenGL DLL.
The "dynamic" mode is essential still because the fallback to a software
rasterizer, such as the opengl32sw.dll we ship with the Qt packages,
has to to work exactly like in Qt 5, the removal of ANGLE does not
change this concept in any way (except of course that the middle option
of using ANGLE is now gone)
When it comes to the windows plugin's OpenGL blacklist feature, it works
like before and accepts the ANGLE/D3D related keywords. They will
then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but
will show a warning).
The D3D11 and DXGI configure time tests are removed: Qt 5.14 already
depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally
on Win32 (in QRhi's D3D11 backend). No need to test for these.
[ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL
builds work like before but ANGLE is no longer an option. OpenGL proper
or an alternative opengl32 implementation are the two remaining options
now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have
no effect on Windows.
Fixes: QTBUG-79103
Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b
Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp | 467 |
1 files changed, 0 insertions, 467 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp deleted file mode 100644 index bc81aa18ec..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp +++ /dev/null @@ -1,467 +0,0 @@ -// -// Copyright (c) 2012-2014 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. -// - -// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain. - -#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h" - -#include "libANGLE/features.h" -#include "libANGLE/renderer/d3d/d3d9/formatutils9.h" -#include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h" -#include "libANGLE/renderer/d3d/d3d9/Renderer9.h" -#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" - -namespace rx -{ - -SwapChain9::SwapChain9(Renderer9 *renderer, - NativeWindow9 *nativeWindow, - HANDLE shareHandle, - IUnknown *d3dTexture, - GLenum backBufferFormat, - GLenum depthBufferFormat, - EGLint orientation) - : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat), - mRenderer(renderer), - mWidth(-1), - mHeight(-1), - mSwapInterval(-1), - mNativeWindow(nativeWindow), - mSwapChain(nullptr), - mBackBuffer(nullptr), - mRenderTarget(nullptr), - mDepthStencil(nullptr), - mOffscreenTexture(nullptr), - mColorRenderTarget(this, false), - mDepthStencilRenderTarget(this, true) -{ - ASSERT(orientation == 0); -} - -SwapChain9::~SwapChain9() -{ - release(); -} - -void SwapChain9::release() -{ - SafeRelease(mSwapChain); - SafeRelease(mBackBuffer); - SafeRelease(mDepthStencil); - SafeRelease(mRenderTarget); - SafeRelease(mOffscreenTexture); - - if (mNativeWindow->getNativeWindow()) - { - mShareHandle = nullptr; - } -} - -static DWORD convertInterval(EGLint interval) -{ -#if ANGLE_VSYNC == ANGLE_DISABLED - return D3DPRESENT_INTERVAL_IMMEDIATE; -#else - switch(interval) - { - case 0: return D3DPRESENT_INTERVAL_IMMEDIATE; - case 1: return D3DPRESENT_INTERVAL_ONE; - case 2: return D3DPRESENT_INTERVAL_TWO; - case 3: return D3DPRESENT_INTERVAL_THREE; - case 4: return D3DPRESENT_INTERVAL_FOUR; - default: UNREACHABLE(); - } - - return D3DPRESENT_INTERVAL_DEFAULT; -#endif -} - -EGLint SwapChain9::resize(const gl::Context *context, int backbufferWidth, int backbufferHeight) -{ - // D3D9 does not support resizing swap chains without recreating them - return reset(context, backbufferWidth, backbufferHeight, mSwapInterval); -} - -EGLint SwapChain9::reset(const gl::Context *context, - int backbufferWidth, - int backbufferHeight, - EGLint swapInterval) -{ - IDirect3DDevice9 *device = mRenderer->getDevice(); - - if (device == nullptr) - { - return EGL_BAD_ACCESS; - } - - // Evict all non-render target textures to system memory and release all resources - // before reallocating them to free up as much video memory as possible. - device->EvictManagedResources(); - - HRESULT result; - - // Release specific resources to free up memory for the new render target, while the - // old render target still exists for the purpose of preserving its contents. - SafeRelease(mSwapChain); - SafeRelease(mBackBuffer); - SafeRelease(mOffscreenTexture); - SafeRelease(mDepthStencil); - - const d3d9::TextureFormat &backBufferd3dFormatInfo = - d3d9::GetTextureFormatInfo(mOffscreenRenderTargetFormat); - if (mD3DTexture != nullptr) - { - result = mD3DTexture->QueryInterface(&mOffscreenTexture); - ASSERT(SUCCEEDED(result)); - } - else - { - HANDLE *pShareHandle = nullptr; - if (!mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport()) - { - pShareHandle = &mShareHandle; - } - - result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET, - backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT, - &mOffscreenTexture, pShareHandle); - if (FAILED(result)) - { - ERR() << "Could not create offscreen texture, " << gl::FmtHR(result); - release(); - - if (d3d9::isDeviceLostError(result)) - { - return EGL_CONTEXT_LOST; - } - else - { - return EGL_BAD_ALLOC; - } - } - } - - IDirect3DSurface9 *oldRenderTarget = mRenderTarget; - - result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget); - ASSERT(SUCCEEDED(result)); - - if (oldRenderTarget) - { - RECT rect = - { - 0, 0, - mWidth, mHeight - }; - - if (rect.right > static_cast<LONG>(backbufferWidth)) - { - rect.right = backbufferWidth; - } - - if (rect.bottom > static_cast<LONG>(backbufferHeight)) - { - rect.bottom = backbufferHeight; - } - - mRenderer->endScene(); - - result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE); - ASSERT(SUCCEEDED(result)); - - SafeRelease(oldRenderTarget); - } - - const d3d9::TextureFormat &depthBufferd3dFormatInfo = d3d9::GetTextureFormatInfo(mDepthBufferFormat); - - // Don't create a swapchain for NULLREF devices - D3DDEVTYPE deviceType = mRenderer->getD3D9DeviceType(); - EGLNativeWindowType window = mNativeWindow->getNativeWindow(); - if (window && deviceType != D3DDEVTYPE_NULLREF) - { - D3DPRESENT_PARAMETERS presentParameters = {0}; - presentParameters.AutoDepthStencilFormat = depthBufferd3dFormatInfo.renderFormat; - presentParameters.BackBufferCount = 1; - presentParameters.BackBufferFormat = backBufferd3dFormatInfo.renderFormat; - presentParameters.EnableAutoDepthStencil = FALSE; - presentParameters.Flags = 0; - presentParameters.hDeviceWindow = window; - presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented - presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented - presentParameters.PresentationInterval = convertInterval(swapInterval); - presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; - presentParameters.Windowed = TRUE; - presentParameters.BackBufferWidth = backbufferWidth; - presentParameters.BackBufferHeight = backbufferHeight; - - // http://crbug.com/140239 - // http://crbug.com/143434 - // - // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width - // when using the integrated Intel. This rounds the width up rather than down. - // - // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID - // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur. - if (IsIntel(mRenderer->getVendorId())) - { - presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64; - } - - result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain); - - if (FAILED(result)) - { - ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST); - - ERR() << "Could not create additional swap chains or offscreen surfaces, " - << gl::FmtHR(result); - release(); - - if (d3d9::isDeviceLostError(result)) - { - return EGL_CONTEXT_LOST; - } - else - { - return EGL_BAD_ALLOC; - } - } - - result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); - ASSERT(SUCCEEDED(result)); - InvalidateRect(window, nullptr, FALSE); - } - - if (mDepthBufferFormat != GL_NONE) - { - result = device->CreateDepthStencilSurface( - backbufferWidth, backbufferHeight, depthBufferd3dFormatInfo.renderFormat, - D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, nullptr); - - if (FAILED(result)) - { - ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL); - - ERR() << "Could not create depthstencil surface for new swap chain, " - << gl::FmtHR(result); - release(); - - if (d3d9::isDeviceLostError(result)) - { - return EGL_CONTEXT_LOST; - } - else - { - return EGL_BAD_ALLOC; - } - } - } - - mWidth = backbufferWidth; - mHeight = backbufferHeight; - mSwapInterval = swapInterval; - - return EGL_SUCCESS; -} - -// parameters should be validated/clamped by caller -EGLint SwapChain9::swapRect(const gl::Context *context, - EGLint x, - EGLint y, - EGLint width, - EGLint height) -{ - if (!mSwapChain) - { - return EGL_SUCCESS; - } - - IDirect3DDevice9 *device = mRenderer->getDevice(); - - // Disable all pipeline operations - device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); - 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_STENCILENABLE, FALSE); - 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->SetPixelShader(nullptr); - device->SetVertexShader(nullptr); - - device->SetRenderTarget(0, mBackBuffer); - device->SetDepthStencilSurface(nullptr); - - device->SetTexture(0, mOffscreenTexture); - device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); - device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); - device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); - device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); - device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); - device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); - - for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++) - { - device->SetStreamSourceFreq(streamIndex, 1); - } - - D3DVIEWPORT9 viewport = {0, 0, static_cast<DWORD>(mWidth), static_cast<DWORD>(mHeight), 0.0f, 1.0f}; - device->SetViewport(&viewport); - - float x1 = x - 0.5f; - float y1 = (mHeight - y - height) - 0.5f; - float x2 = (x + width) - 0.5f; - float y2 = (mHeight - y) - 0.5f; - - float u1 = x / float(mWidth); - float v1 = y / float(mHeight); - float u2 = (x + width) / float(mWidth); - float v2 = (y + height) / float(mHeight); - - float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2}, - {x2, y1, 0.0f, 1.0f, u2, v2}, - {x2, y2, 0.0f, 1.0f, u2, v1}, - {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v - - mRenderer->startScene(); - device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float)); - mRenderer->endScene(); - - device->SetTexture(0, nullptr); - - RECT rect = - { - static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height), - static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y) - }; - - HRESULT result = mSwapChain->Present(&rect, &rect, nullptr, nullptr, 0); - - mRenderer->markAllStateDirty(); - - if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR) - { - return EGL_BAD_ALLOC; - } - - // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the windows is - // in the process of entering/exiting fullscreen. This code doesn't seem to have any documentation. The - // device appears to be ok after emitting this error so simply return a failure to swap. - if (result == static_cast<HRESULT>(0x88760873)) - { - return EGL_BAD_MATCH; - } - - // http://crbug.com/313210 - // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific - // device removed bug with lost contexts when reinstalling drivers. - if (FAILED(result)) - { - mRenderer->notifyDeviceLost(); - return EGL_CONTEXT_LOST; - } - - return EGL_SUCCESS; -} - -// Increments refcount on surface. -// caller must Release() the returned surface -// TODO: remove the AddRef to match SwapChain11 -IDirect3DSurface9 *SwapChain9::getRenderTarget() -{ - if (mRenderTarget) - { - mRenderTarget->AddRef(); - } - - return mRenderTarget; -} - -// Increments refcount on surface. -// caller must Release() the returned surface -// TODO: remove the AddRef to match SwapChain11 -IDirect3DSurface9 *SwapChain9::getDepthStencil() -{ - if (mDepthStencil) - { - mDepthStencil->AddRef(); - } - - return mDepthStencil; -} - -// Increments refcount on texture. -// caller must Release() the returned texture -// TODO: remove the AddRef to match SwapChain11 -IDirect3DTexture9 *SwapChain9::getOffscreenTexture() -{ - if (mOffscreenTexture) - { - mOffscreenTexture->AddRef(); - } - - return mOffscreenTexture; -} - -void *SwapChain9::getKeyedMutex() -{ - UNREACHABLE(); - return nullptr; -} - -egl::Error SwapChain9::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) -{ - UNREACHABLE(); - return egl::EglBadSurface(); -} - -void SwapChain9::recreate() -{ - if (!mSwapChain) - { - return; - } - - IDirect3DDevice9 *device = mRenderer->getDevice(); - if (device == nullptr) - { - return; - } - - D3DPRESENT_PARAMETERS presentParameters; - HRESULT result = mSwapChain->GetPresentParameters(&presentParameters); - ASSERT(SUCCEEDED(result)); - - IDirect3DSwapChain9 *newSwapChain = nullptr; - result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain); - if (FAILED(result)) - { - return; - } - - SafeRelease(mSwapChain); - mSwapChain = newSwapChain; - - SafeRelease(mBackBuffer); - result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); - ASSERT(SUCCEEDED(result)); -} - -RenderTargetD3D *SwapChain9::getColorRenderTarget() -{ - return &mColorRenderTarget; -} - -RenderTargetD3D *SwapChain9::getDepthStencilRenderTarget() -{ - return &mDepthStencilRenderTarget; -} -} |