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-rw-r--r--src/3rdparty/angle/src/libGLESv2/Blit.cpp518
1 files changed, 518 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Blit.cpp b/src/3rdparty/angle/src/libGLESv2/Blit.cpp
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index 0000000000..28f3fbffbb
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+++ b/src/3rdparty/angle/src/libGLESv2/Blit.cpp
@@ -0,0 +1,518 @@
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// Blit.cpp: Surface copy utility class.
+
+#include "libGLESv2/Blit.h"
+
+#include "common/debug.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/utilities.h"
+
+namespace
+{
+#include "libGLESv2/shaders/standardvs.h"
+#include "libGLESv2/shaders/flipyvs.h"
+#include "libGLESv2/shaders/passthroughps.h"
+#include "libGLESv2/shaders/luminanceps.h"
+#include "libGLESv2/shaders/componentmaskps.h"
+
+const BYTE* const g_shaderCode[] =
+{
+ g_vs20_standardvs,
+ g_vs20_flipyvs,
+ g_ps20_passthroughps,
+ g_ps20_luminanceps,
+ g_ps20_componentmaskps
+};
+
+const size_t g_shaderSize[] =
+{
+ sizeof(g_vs20_standardvs),
+ sizeof(g_vs20_flipyvs),
+ sizeof(g_ps20_passthroughps),
+ sizeof(g_ps20_luminanceps),
+ sizeof(g_ps20_componentmaskps)
+};
+}
+
+namespace gl
+{
+Blit::Blit(Context *context)
+ : mContext(context), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL), mSavedStateBlock(NULL)
+{
+ initGeometry();
+ memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
+}
+
+Blit::~Blit()
+{
+ if (mSavedStateBlock) mSavedStateBlock->Release();
+ if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
+ if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
+
+ for (int i = 0; i < SHADER_COUNT; i++)
+ {
+ if (mCompiledShaders[i])
+ {
+ mCompiledShaders[i]->Release();
+ }
+ }
+}
+
+void Blit::initGeometry()
+{
+ static const float quad[] =
+ {
+ -1, -1,
+ -1, 1,
+ 1, -1,
+ 1, 1
+ };
+
+ IDirect3DDevice9 *device = getDevice();
+
+ HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ void *lockPtr = NULL;
+ result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
+
+ if (FAILED(result) || lockPtr == NULL)
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY);
+ }
+
+ 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);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY);
+ }
+}
+
+template <class D3DShaderType>
+bool Blit::setShader(ShaderId source, const char *profile,
+ D3DShaderType *(egl::Display::*createShader)(const DWORD *, size_t length),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
+{
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = display->getDevice();
+
+ D3DShaderType *shader;
+
+ if (mCompiledShaders[source] != NULL)
+ {
+ shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
+ }
+ else
+ {
+ const BYTE* shaderCode = g_shaderCode[source];
+ size_t shaderSize = g_shaderSize[source];
+
+ shader = (display->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize);
+ if (!shader)
+ {
+ ERR("Failed to create shader for blit operation");
+ return false;
+ }
+
+ mCompiledShaders[source] = shader;
+ }
+
+ HRESULT hr = (device->*setShader)(shader);
+
+ if (FAILED(hr))
+ {
+ ERR("Failed to set shader for blit operation");
+ return false;
+ }
+
+ return true;
+}
+
+bool Blit::setVertexShader(ShaderId shader)
+{
+ return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &egl::Display::createVertexShader, &IDirect3DDevice9::SetVertexShader);
+}
+
+bool Blit::setPixelShader(ShaderId shader)
+{
+ return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &egl::Display::createPixelShader, &IDirect3DDevice9::SetPixelShader);
+}
+
+RECT Blit::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;
+}
+
+bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setVertexShader(SHADER_VS_STANDARD);
+ setPixelShader(SHADER_PS_PASSTHROUGH);
+
+ setCommonBlitState();
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ setViewport(getSurfaceRect(dest), 0, 0);
+
+ render();
+
+ texture->Release();
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ D3DSURFACE_DESC destDesc;
+ source->GetDesc(&sourceDesc);
+ dest->GetDesc(&destDesc);
+
+ if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
+ dx2es::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect
+ {
+ RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
+ HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY, false);
+ }
+ }
+ else
+ {
+ return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
+ }
+
+ return true;
+}
+
+bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setViewport(sourceRect, xoffset, yoffset);
+
+ setCommonBlitState();
+ if (setFormatConvertShaders(destFormat))
+ {
+ render();
+ }
+
+ texture->Release();
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit::setFormatConvertShaders(GLenum destFormat)
+{
+ bool okay = setVertexShader(SHADER_VS_STANDARD);
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ case GL_RGB:
+ case GL_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
+ break;
+
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
+ break;
+ }
+
+ if (!okay)
+ {
+ return false;
+ }
+
+ 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.
+ float psConst0[4] = { 0, 0, 0, 0 };
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ psConst0[X] = 1;
+ psConst0[Z] = 1;
+ break;
+
+ case GL_RGB:
+ psConst0[X] = 1;
+ psConst0[W] = 1;
+ break;
+
+ case GL_ALPHA:
+ psConst0[Z] = 1;
+ break;
+
+ case GL_LUMINANCE:
+ psConst0[Y] = 1;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ psConst0[X] = 1;
+ break;
+ }
+
+ getDevice()->SetPixelShaderConstantF(0, psConst0, 1);
+
+ return true;
+}
+
+IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
+{
+ if (!surface)
+ {
+ return NULL;
+ }
+
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ surface->GetDesc(&sourceDesc);
+
+ // Copy the render target into a texture
+ IDirect3DTexture9 *texture;
+ HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ IDirect3DSurface9 *textureSurface;
+ result = texture->GetSurfaceLevel(0, &textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ texture->Release();
+ return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ display->endScene();
+ result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
+
+ textureSurface->Release();
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ texture->Release();
+ return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ return texture;
+}
+
+void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ D3DVIEWPORT9 vp;
+ vp.X = xoffset;
+ vp.Y = yoffset;
+ vp.Width = sourceRect.right - sourceRect.left;
+ vp.Height = sourceRect.bottom - sourceRect.top;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ device->SetViewport(&vp);
+
+ float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
+ device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
+}
+
+void Blit::setCommonBlitState()
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ device->SetDepthStencilSurface(NULL);
+
+ 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 = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
+ device->SetScissorRect(&scissorRect);
+
+ for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+}
+
+void Blit::render()
+{
+ egl::Display *display = getDisplay();
+ IDirect3DDevice9 *device = getDevice();
+
+ HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
+ hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ display->startScene();
+ hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+}
+
+void Blit::saveState()
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ HRESULT hr;
+
+ device->GetDepthStencilSurface(&mSavedDepthStencil);
+ device->GetRenderTarget(0, &mSavedRenderTarget);
+
+ if (mSavedStateBlock == NULL)
+ {
+ hr = device->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ setCommonBlitState();
+
+ static const float dummyConst[4] = { 0, 0, 0, 0 };
+
+ device->SetVertexShader(NULL);
+ device->SetVertexShaderConstantF(0, dummyConst, 1);
+ device->SetPixelShader(NULL);
+ device->SetPixelShaderConstantF(0, dummyConst, 1);
+
+ D3DVIEWPORT9 dummyVp;
+ dummyVp.X = 0;
+ dummyVp.Y = 0;
+ dummyVp.Width = 1;
+ dummyVp.Height = 1;
+ dummyVp.MinZ = 0;
+ dummyVp.MaxZ = 1;
+
+ device->SetViewport(&dummyVp);
+
+ device->SetTexture(0, NULL);
+
+ device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
+
+ device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ hr = device->EndStateBlock(&mSavedStateBlock);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ hr = mSavedStateBlock->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+}
+
+void Blit::restoreState()
+{
+ IDirect3DDevice9 *device = getDevice();
+
+ device->SetDepthStencilSurface(mSavedDepthStencil);
+ if (mSavedDepthStencil != NULL)
+ {
+ mSavedDepthStencil->Release();
+ mSavedDepthStencil = NULL;
+ }
+
+ device->SetRenderTarget(0, mSavedRenderTarget);
+ if (mSavedRenderTarget != NULL)
+ {
+ mSavedRenderTarget->Release();
+ mSavedRenderTarget = NULL;
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ mSavedStateBlock->Apply();
+ }
+}
+
+}