// // Copyright (c) 2002-2012 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. // // Display.cpp: Implements the egl::Display class, representing the abstract // display on which graphics are drawn. Implements EGLDisplay. // [EGL 1.4] section 2.1.2 page 3. #include "libEGL/Display.h" #include #include #include #include "common/debug.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/utilities.h" #include "libEGL/main.h" // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros #define REF_RAST 0 // The "Debug This Pixel..." feature in PIX often fails when using the // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 // machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file. #if !defined(ANGLE_ENABLE_D3D9EX) // Enables use of the IDirect3D9Ex interface, when available #define ANGLE_ENABLE_D3D9EX 1 #endif // !defined(ANGLE_ENABLE_D3D9EX) namespace egl { namespace { typedef std::map DisplayMap; DisplayMap displays; } egl::Display *Display::getDisplay(EGLNativeDisplayType displayId) { if (displays.find(displayId) != displays.end()) { return displays[displayId]; } egl::Display *display = NULL; if (displayId == EGL_DEFAULT_DISPLAY) { display = new egl::Display(displayId, (HDC)NULL, false); } else if (displayId == EGL_SOFTWARE_DISPLAY_ANGLE) { display = new egl::Display(displayId, (HDC)NULL, true); } else { // FIXME: Check if displayId is a valid display device context display = new egl::Display(displayId, (HDC)displayId, false); } displays[displayId] = display; return display; } Display::Display(EGLNativeDisplayType displayId, HDC deviceContext, bool software) : mDc(deviceContext) { mD3d9Module = NULL; mD3d9 = NULL; mD3d9Ex = NULL; mDevice = NULL; mDeviceEx = NULL; mDeviceWindow = NULL; mAdapter = D3DADAPTER_DEFAULT; #if REF_RAST == 1 || defined(FORCE_REF_RAST) mDeviceType = D3DDEVTYPE_REF; #else mDeviceType = D3DDEVTYPE_HAL; #endif mMinSwapInterval = 1; mMaxSwapInterval = 1; mSoftwareDevice = software; mDisplayId = displayId; mDeviceLost = false; } Display::~Display() { terminate(); DisplayMap::iterator thisDisplay = displays.find(mDisplayId); if (thisDisplay != displays.end()) { displays.erase(thisDisplay); } } bool Display::initialize() { if (isInitialized()) { return true; } if (mSoftwareDevice) { mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll")); } else { mD3d9Module = GetModuleHandle(TEXT("d3d9.dll")); } if (mD3d9Module == NULL) { terminate(); return false; } typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**); Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); // Use Direct3D9Ex if available. Among other things, this version is less // inclined to report a lost context, for example when the user switches // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available. if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex))) { ASSERT(mD3d9Ex); mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast(&mD3d9)); ASSERT(mD3d9); } else { mD3d9 = Direct3DCreate9(D3D_SDK_VERSION); } if (mD3d9) { if (mDc != NULL) { // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to } HRESULT result; // Give up on getting device caps after about one second. for (int i = 0; i < 10; ++i) { result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps); if (SUCCEEDED(result)) { break; } else if (result == D3DERR_NOTAVAILABLE) { Sleep(100); // Give the driver some time to initialize/recover } else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from { terminate(); return error(EGL_BAD_ALLOC, false); } } if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { terminate(); return error(EGL_NOT_INITIALIZED, false); } // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported. // This is required by Texture2D::convertToRenderTarget. if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0) { terminate(); return error(EGL_NOT_INITIALIZED, false); } mMinSwapInterval = 4; mMaxSwapInterval = 0; if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) {mMinSwapInterval = std::min(mMinSwapInterval, 0); mMaxSwapInterval = std::max(mMaxSwapInterval, 0);} if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) {mMinSwapInterval = std::min(mMinSwapInterval, 1); mMaxSwapInterval = std::max(mMaxSwapInterval, 1);} if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) {mMinSwapInterval = std::min(mMinSwapInterval, 2); mMaxSwapInterval = std::max(mMaxSwapInterval, 2);} if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) {mMinSwapInterval = std::min(mMinSwapInterval, 3); mMaxSwapInterval = std::max(mMaxSwapInterval, 3);} if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) {mMinSwapInterval = std::min(mMinSwapInterval, 4); mMaxSwapInterval = std::max(mMaxSwapInterval, 4);} mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier); // ATI cards on XP have problems with non-power-of-two textures. mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) && !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD); const D3DFORMAT renderTargetFormats[] = { D3DFMT_A1R5G5B5, // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value. D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format D3DFMT_X8R8G8B8 }; const D3DFORMAT depthStencilFormats[] = { D3DFMT_UNKNOWN, // D3DFMT_D16_LOCKABLE, D3DFMT_D32, // D3DFMT_D15S1, D3DFMT_D24S8, D3DFMT_D24X8, // D3DFMT_D24X4S4, D3DFMT_D16, // D3DFMT_D32F_LOCKABLE, // D3DFMT_D24FS8 }; D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); ConfigSet configSet; for (int formatIndex = 0; formatIndex < sizeof(renderTargetFormats) / sizeof(D3DFORMAT); formatIndex++) { D3DFORMAT renderTargetFormat = renderTargetFormats[formatIndex]; HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat); if (SUCCEEDED(result)) { for (int depthStencilIndex = 0; depthStencilIndex < sizeof(depthStencilFormats) / sizeof(D3DFORMAT); depthStencilIndex++) { D3DFORMAT depthStencilFormat = depthStencilFormats[depthStencilIndex]; HRESULT result = D3D_OK; if(depthStencilFormat != D3DFMT_UNKNOWN) { result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat); } if (SUCCEEDED(result)) { if(depthStencilFormat != D3DFMT_UNKNOWN) { result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); } if (SUCCEEDED(result)) { // FIXME: enumerate multi-sampling configSet.add(currentDisplayMode, mMinSwapInterval, mMaxSwapInterval, renderTargetFormat, depthStencilFormat, 0, mDeviceCaps.MaxTextureWidth, mDeviceCaps.MaxTextureHeight); } } } } } // Give the sorted configs a unique ID and store them internally EGLint index = 1; for (ConfigSet::Iterator config = configSet.mSet.begin(); config != configSet.mSet.end(); config++) { Config configuration = *config; configuration.mConfigID = index; index++; mConfigSet.mSet.insert(configuration); } } if (!isInitialized()) { terminate(); return false; } initExtensionString(); static const TCHAR windowName[] = TEXT("AngleHiddenWindow"); static const TCHAR className[] = TEXT("STATIC"); mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL); if (!createDevice()) { terminate(); return false; } mVertexShaderCache.initialize(mDevice); mPixelShaderCache.initialize(mDevice); return true; } void Display::terminate() { while (!mSurfaceSet.empty()) { destroySurface(*mSurfaceSet.begin()); } while (!mContextSet.empty()) { destroyContext(*mContextSet.begin()); } while (!mEventQueryPool.empty()) { mEventQueryPool.back()->Release(); mEventQueryPool.pop_back(); } mVertexShaderCache.clear(); mPixelShaderCache.clear(); if (mDevice) { // If the device is lost, reset it first to prevent leaving the driver in an unstable state if (testDeviceLost()) { resetDevice(); } mDevice->Release(); mDevice = NULL; } if (mDeviceEx) { mDeviceEx->Release(); mDeviceEx = NULL; } if (mD3d9) { mD3d9->Release(); mD3d9 = NULL; } if (mDeviceWindow) { DestroyWindow(mDeviceWindow); mDeviceWindow = NULL; } if (mD3d9Ex) { mD3d9Ex->Release(); mD3d9Ex = NULL; } if (mD3d9Module) { mD3d9Module = NULL; } } void Display::startScene() { if (!mSceneStarted) { long result = mDevice->BeginScene(); if (SUCCEEDED(result)) { // This is defensive checking against the device being // lost at unexpected times. mSceneStarted = true; } } } void Display::endScene() { if (mSceneStarted) { // EndScene can fail if the device was lost, for example due // to a TDR during a draw call. mDevice->EndScene(); mSceneStarted = false; } } bool Display::getConfigs(EGLConfig *configs, const EGLint *attribList, EGLint configSize, EGLint *numConfig) { return mConfigSet.getConfigs(configs, attribList, configSize, numConfig); } bool Display::getConfigAttrib(EGLConfig config, EGLint attribute, EGLint *value) { const egl::Config *configuration = mConfigSet.get(config); switch (attribute) { case EGL_BUFFER_SIZE: *value = configuration->mBufferSize; break; case EGL_ALPHA_SIZE: *value = configuration->mAlphaSize; break; case EGL_BLUE_SIZE: *value = configuration->mBlueSize; break; case EGL_GREEN_SIZE: *value = configuration->mGreenSize; break; case EGL_RED_SIZE: *value = configuration->mRedSize; break; case EGL_DEPTH_SIZE: *value = configuration->mDepthSize; break; case EGL_STENCIL_SIZE: *value = configuration->mStencilSize; break; case EGL_CONFIG_CAVEAT: *value = configuration->mConfigCaveat; break; case EGL_CONFIG_ID: *value = configuration->mConfigID; break; case EGL_LEVEL: *value = configuration->mLevel; break; case EGL_NATIVE_RENDERABLE: *value = configuration->mNativeRenderable; break; case EGL_NATIVE_VISUAL_TYPE: *value = configuration->mNativeVisualType; break; case EGL_SAMPLES: *value = configuration->mSamples; break; case EGL_SAMPLE_BUFFERS: *value = configuration->mSampleBuffers; break; case EGL_SURFACE_TYPE: *value = configuration->mSurfaceType; break; case EGL_TRANSPARENT_TYPE: *value = configuration->mTransparentType; break; case EGL_TRANSPARENT_BLUE_VALUE: *value = configuration->mTransparentBlueValue; break; case EGL_TRANSPARENT_GREEN_VALUE: *value = configuration->mTransparentGreenValue; break; case EGL_TRANSPARENT_RED_VALUE: *value = configuration->mTransparentRedValue; break; case EGL_BIND_TO_TEXTURE_RGB: *value = configuration->mBindToTextureRGB; break; case EGL_BIND_TO_TEXTURE_RGBA: *value = configuration->mBindToTextureRGBA; break; case EGL_MIN_SWAP_INTERVAL: *value = configuration->mMinSwapInterval; break; case EGL_MAX_SWAP_INTERVAL: *value = configuration->mMaxSwapInterval; break; case EGL_LUMINANCE_SIZE: *value = configuration->mLuminanceSize; break; case EGL_ALPHA_MASK_SIZE: *value = configuration->mAlphaMaskSize; break; case EGL_COLOR_BUFFER_TYPE: *value = configuration->mColorBufferType; break; case EGL_RENDERABLE_TYPE: *value = configuration->mRenderableType; break; case EGL_MATCH_NATIVE_PIXMAP: *value = false; UNIMPLEMENTED(); break; case EGL_CONFORMANT: *value = configuration->mConformant; break; case EGL_MAX_PBUFFER_WIDTH: *value = configuration->mMaxPBufferWidth; break; case EGL_MAX_PBUFFER_HEIGHT: *value = configuration->mMaxPBufferHeight; break; case EGL_MAX_PBUFFER_PIXELS: *value = configuration->mMaxPBufferPixels; break; default: return false; } return true; } bool Display::createDevice() { D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES; HRESULT result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice); if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST) { return error(EGL_BAD_ALLOC, false); } if (FAILED(result)) { result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST); return error(EGL_BAD_ALLOC, false); } } if (mD3d9Ex) { result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx); ASSERT(SUCCEEDED(result)); } initializeDevice(); return true; } // do any one-time device initialization // NOTE: this is also needed after a device lost/reset // to reset the scene status and ensure the default states are reset. void Display::initializeDevice() { // Permanent non-default states mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE); if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) { mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize); } else { mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f } mSceneStarted = false; } bool Display::resetDevice() { D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); HRESULT result = D3D_OK; bool lost = testDeviceLost(); int attempts = 3; while (lost && attempts > 0) { if (mDeviceEx) { Sleep(500); // Give the graphics driver some CPU time result = mDeviceEx->ResetEx(&presentParameters, NULL); } else { result = mDevice->TestCooperativeLevel(); while (result == D3DERR_DEVICELOST) { Sleep(100); // Give the graphics driver some CPU time result = mDevice->TestCooperativeLevel(); } if (result == D3DERR_DEVICENOTRESET) { result = mDevice->Reset(&presentParameters); } } lost = testDeviceLost(); attempts --; } if (FAILED(result)) { ERR("Reset/ResetEx failed multiple times: 0x%08X", result); return error(EGL_BAD_ALLOC, false); } // reset device defaults initializeDevice(); return true; } EGLSurface Display::createWindowSurface(HWND window, EGLConfig config, const EGLint *attribList) { const Config *configuration = mConfigSet.get(config); EGLint postSubBufferSupported = EGL_FALSE; if (attribList) { while (*attribList != EGL_NONE) { switch (attribList[0]) { case EGL_RENDER_BUFFER: switch (attribList[1]) { case EGL_BACK_BUFFER: break; case EGL_SINGLE_BUFFER: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); // Rendering directly to front buffer not supported default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_POST_SUB_BUFFER_SUPPORTED_NV: postSubBufferSupported = attribList[1]; break; case EGL_VG_COLORSPACE: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); case EGL_VG_ALPHA_FORMAT: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } attribList += 2; } } if (hasExistingWindowSurface(window)) { return error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } if (testDeviceLost()) { if (!restoreLostDevice()) return EGL_NO_SURFACE; } Surface *surface = new Surface(this, configuration, window, postSubBufferSupported); if (!surface->initialize()) { delete surface; return EGL_NO_SURFACE; } mSurfaceSet.insert(surface); return success(surface); } EGLSurface Display::createOffscreenSurface(EGLConfig config, HANDLE shareHandle, const EGLint *attribList) { EGLint width = 0, height = 0; EGLenum textureFormat = EGL_NO_TEXTURE; EGLenum textureTarget = EGL_NO_TEXTURE; const Config *configuration = mConfigSet.get(config); if (attribList) { while (*attribList != EGL_NONE) { switch (attribList[0]) { case EGL_WIDTH: width = attribList[1]; break; case EGL_HEIGHT: height = attribList[1]; break; case EGL_LARGEST_PBUFFER: if (attribList[1] != EGL_FALSE) UNIMPLEMENTED(); // FIXME break; case EGL_TEXTURE_FORMAT: switch (attribList[1]) { case EGL_NO_TEXTURE: case EGL_TEXTURE_RGB: case EGL_TEXTURE_RGBA: textureFormat = attribList[1]; break; default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_TEXTURE_TARGET: switch (attribList[1]) { case EGL_NO_TEXTURE: case EGL_TEXTURE_2D: textureTarget = attribList[1]; break; default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_MIPMAP_TEXTURE: if (attribList[1] != EGL_FALSE) return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); break; case EGL_VG_COLORSPACE: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); case EGL_VG_ALPHA_FORMAT: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } attribList += 2; } } if (width < 0 || height < 0) { return error(EGL_BAD_PARAMETER, EGL_NO_SURFACE); } if (width == 0 || height == 0) { return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } if (textureFormat != EGL_NO_TEXTURE && !getNonPower2TextureSupport() && (!gl::isPow2(width) || !gl::isPow2(height))) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if ((textureFormat != EGL_NO_TEXTURE && textureTarget == EGL_NO_TEXTURE) || (textureFormat == EGL_NO_TEXTURE && textureTarget != EGL_NO_TEXTURE)) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if (!(configuration->mSurfaceType & EGL_PBUFFER_BIT)) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if ((textureFormat == EGL_TEXTURE_RGB && configuration->mBindToTextureRGB != EGL_TRUE) || (textureFormat == EGL_TEXTURE_RGBA && configuration->mBindToTextureRGBA != EGL_TRUE)) { return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } if (testDeviceLost()) { if (!restoreLostDevice()) return EGL_NO_SURFACE; } Surface *surface = new Surface(this, configuration, shareHandle, width, height, textureFormat, textureTarget); if (!surface->initialize()) { delete surface; return EGL_NO_SURFACE; } mSurfaceSet.insert(surface); return success(surface); } EGLContext Display::createContext(EGLConfig configHandle, const gl::Context *shareContext, bool notifyResets, bool robustAccess) { if (!mDevice) { if (!createDevice()) { return NULL; } } else if (testDeviceLost()) // Lost device { if (!restoreLostDevice()) return NULL; } const egl::Config *config = mConfigSet.get(configHandle); gl::Context *context = glCreateContext(config, shareContext, notifyResets, robustAccess); mContextSet.insert(context); mDeviceLost = false; return context; } bool Display::restoreLostDevice() { for (ContextSet::iterator ctx = mContextSet.begin(); ctx != mContextSet.end(); ctx++) { if ((*ctx)->isResetNotificationEnabled()) return false; // If reset notifications have been requested, application must delete all contexts first } // Release surface resources to make the Reset() succeed for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { (*surface)->release(); } while (!mEventQueryPool.empty()) { mEventQueryPool.back()->Release(); mEventQueryPool.pop_back(); } mVertexShaderCache.clear(); mPixelShaderCache.clear(); if (!resetDevice()) { return false; } // Restore any surfaces that may have been lost for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { (*surface)->resetSwapChain(); } return true; } void Display::destroySurface(egl::Surface *surface) { delete surface; mSurfaceSet.erase(surface); } void Display::destroyContext(gl::Context *context) { glDestroyContext(context); mContextSet.erase(context); } void Display::notifyDeviceLost() { for (ContextSet::iterator context = mContextSet.begin(); context != mContextSet.end(); context++) { (*context)->markContextLost(); } mDeviceLost = true; error(EGL_CONTEXT_LOST); } bool Display::isDeviceLost() { return mDeviceLost; } bool Display::isInitialized() const { return mD3d9 != NULL && mConfigSet.size() > 0; } bool Display::isValidConfig(EGLConfig config) { return mConfigSet.get(config) != NULL; } bool Display::isValidContext(gl::Context *context) { return mContextSet.find(context) != mContextSet.end(); } bool Display::isValidSurface(egl::Surface *surface) { return mSurfaceSet.find(surface) != mSurfaceSet.end(); } bool Display::hasExistingWindowSurface(HWND window) { for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { if ((*surface)->getWindowHandle() == window) { return true; } } return false; } EGLint Display::getMinSwapInterval() { return mMinSwapInterval; } EGLint Display::getMaxSwapInterval() { return mMaxSwapInterval; } IDirect3DDevice9 *Display::getDevice() { if (!mDevice) { if (!createDevice()) { return NULL; } } return mDevice; } D3DCAPS9 Display::getDeviceCaps() { return mDeviceCaps; } D3DADAPTER_IDENTIFIER9 *Display::getAdapterIdentifier() { return &mAdapterIdentifier; } bool Display::testDeviceLost() { if (mDeviceEx) { return FAILED(mDeviceEx->CheckDeviceState(NULL)); } else if (mDevice) { return FAILED(mDevice->TestCooperativeLevel()); } return false; // No device yet, so no reset required } bool Display::testDeviceResettable() { HRESULT status = D3D_OK; if (mDeviceEx) { status = mDeviceEx->CheckDeviceState(NULL); } else if (mDevice) { status = mDevice->TestCooperativeLevel(); } switch (status) { case D3DERR_DEVICENOTRESET: case D3DERR_DEVICEHUNG: return true; default: return false; } } void Display::sync(bool block) { HRESULT result; IDirect3DQuery9* query = allocateEventQuery(); if (!query) { return; } result = query->Issue(D3DISSUE_END); ASSERT(SUCCEEDED(result)); do { result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); if(block && result == S_FALSE) { // Keep polling, but allow other threads to do something useful first Sleep(0); // explicitly check for device loss // some drivers seem to return S_FALSE even if the device is lost // instead of D3DERR_DEVICELOST like they should if (testDeviceLost()) { result = D3DERR_DEVICELOST; } } } while(block && result == S_FALSE); freeEventQuery(query); if (isDeviceLostError(result)) { notifyDeviceLost(); } } IDirect3DQuery9* Display::allocateEventQuery() { IDirect3DQuery9 *query = NULL; if (mEventQueryPool.empty()) { HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query); ASSERT(SUCCEEDED(result)); } else { query = mEventQueryPool.back(); mEventQueryPool.pop_back(); } return query; } void Display::freeEventQuery(IDirect3DQuery9* query) { if (mEventQueryPool.size() > 1000) { query->Release(); } else { mEventQueryPool.push_back(query); } } void Display::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray) { for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++) { HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL); multiSampleArray[multiSampleIndex] = SUCCEEDED(result); } } bool Display::getDXT1TextureSupport() { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1)); } bool Display::getDXT3TextureSupport() { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3)); } bool Display::getDXT5TextureSupport() { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5)); } // we use INTZ for depth textures in Direct3D9 // we also want NULL texture support to ensure the we can make depth-only FBOs // see http://aras-p.info/texts/D3D9GPUHacks.html bool Display::getDepthTextureSupport() const { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)); bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL)); return intz && null; } bool Display::getFloat32TextureSupport(bool *filtering, bool *renderable) { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&& SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); if (!*filtering && !*renderable) { return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); } else { return true; } } bool Display::getFloat16TextureSupport(bool *filtering, bool *renderable) { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); if (!*filtering && !*renderable) { return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); } else { return true; } } bool Display::getLuminanceTextureSupport() { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8)); } bool Display::getLuminanceAlphaTextureSupport() { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8)); } float Display::getTextureFilterAnisotropySupport() const { // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec if ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2)) { return mDeviceCaps.MaxAnisotropy; } return 1.0f; } D3DPOOL Display::getBufferPool(DWORD usage) const { if (mD3d9Ex != NULL) { return D3DPOOL_DEFAULT; } else { if (!(usage & D3DUSAGE_DYNAMIC)) { return D3DPOOL_MANAGED; } } return D3DPOOL_DEFAULT; } D3DPOOL Display::getTexturePool(DWORD usage) const { if (mD3d9Ex != NULL) { return D3DPOOL_DEFAULT; } else { if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET))) { return D3DPOOL_MANAGED; } } return D3DPOOL_DEFAULT; } bool Display::getEventQuerySupport() { IDirect3DQuery9 *query = allocateEventQuery(); if (query) { freeEventQuery(query); return true; } else { return false; } } D3DPRESENT_PARAMETERS Display::getDefaultPresentParameters() { D3DPRESENT_PARAMETERS presentParameters = {0}; // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters. presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN; presentParameters.BackBufferCount = 1; presentParameters.BackBufferFormat = D3DFMT_UNKNOWN; presentParameters.BackBufferWidth = 1; presentParameters.BackBufferHeight = 1; presentParameters.EnableAutoDepthStencil = FALSE; presentParameters.Flags = 0; presentParameters.hDeviceWindow = mDeviceWindow; presentParameters.MultiSampleQuality = 0; presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParameters.Windowed = TRUE; return presentParameters; } void Display::initExtensionString() { HMODULE swiftShader = GetModuleHandle(TEXT("swiftshader_d3d9.dll")); mExtensionString = ""; // Multi-vendor (EXT) extensions mExtensionString += "EGL_EXT_create_context_robustness "; // ANGLE-specific extensions if (shareHandleSupported()) { mExtensionString += "EGL_ANGLE_d3d_share_handle_client_buffer "; } mExtensionString += "EGL_ANGLE_query_surface_pointer "; if (swiftShader) { mExtensionString += "EGL_ANGLE_software_display "; } if (shareHandleSupported()) { mExtensionString += "EGL_ANGLE_surface_d3d_texture_2d_share_handle "; } mExtensionString += "EGL_NV_post_sub_buffer"; std::string::size_type end = mExtensionString.find_last_not_of(' '); if (end != std::string::npos) { mExtensionString.resize(end+1); } } const char *Display::getExtensionString() const { return mExtensionString.c_str(); } bool Display::shareHandleSupported() const { // PIX doesn't seem to support using share handles, so disable them. return isD3d9ExDevice() && !gl::perfActive(); } IDirect3DVertexShader9 *Display::createVertexShader(const DWORD *function, size_t length) { return mVertexShaderCache.create(function, length); } IDirect3DPixelShader9 *Display::createPixelShader(const DWORD *function, size_t length) { return mPixelShaderCache.create(function, length); } // Only Direct3D 10 ready devices support all the necessary vertex texture formats. // We test this using D3D9 by checking support for the R16F format. bool Display::getVertexTextureSupport() const { if (!isInitialized() || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { return false; } D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F); return SUCCEEDED(result); } bool Display::getNonPower2TextureSupport() const { return mSupportsNonPower2Textures; } bool Display::getOcclusionQuerySupport() const { if (!isInitialized()) { return false; } IDirect3DQuery9 *query = NULL; HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query); if (SUCCEEDED(result) && query) { query->Release(); return true; } else { return false; } } bool Display::getInstancingSupport() const { return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); } }