#include "precompiled.h" // // Copyright (c) 2012-2013 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 "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/Renderer9.h" namespace rx { SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat) { mSwapChain = NULL; mBackBuffer = NULL; mDepthStencil = NULL; mRenderTarget = NULL; mOffscreenTexture = NULL; mWidth = -1; mHeight = -1; mSwapInterval = -1; } SwapChain9::~SwapChain9() { release(); } void SwapChain9::release() { if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBuffer) { mBackBuffer->Release(); mBackBuffer = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } if (mRenderTarget) { mRenderTarget->Release(); mRenderTarget = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mWindow) mShareHandle = NULL; } static DWORD convertInterval(EGLint interval) { 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; } EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight) { // D3D9 does not support resizing swap chains without recreating them return reset(backbufferWidth, backbufferHeight, mSwapInterval); } EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) { IDirect3DDevice9 *device = mRenderer->getDevice(); if (device == NULL) { 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. if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBuffer) { mBackBuffer->Release(); mBackBuffer = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } HANDLE *pShareHandle = NULL; if (!mWindow && mRenderer->getShareHandleSupport()) { pShareHandle = &mShareHandle; } // CreateTexture will fail on zero dimensions, so just release old target if (!backbufferWidth || !backbufferHeight) { if (mRenderTarget) { mRenderTarget->Release(); mRenderTarget = NULL; } mWidth = backbufferWidth; mHeight = backbufferHeight; return EGL_SUCCESS; } result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET, gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle); if (FAILED(result)) { ERR("Could not create offscreen texture: %08lX", 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(backbufferWidth)) { rect.right = backbufferWidth; } if (rect.bottom > static_cast(backbufferHeight)) { rect.bottom = backbufferHeight; } mRenderer->endScene(); result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE); ASSERT(SUCCEEDED(result)); oldRenderTarget->Release(); } if (mWindow) { D3DPRESENT_PARAMETERS presentParameters = {0}; presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat); presentParameters.BackBufferCount = 1; presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat); presentParameters.EnableAutoDepthStencil = FALSE; presentParameters.Flags = 0; presentParameters.hDeviceWindow = mWindow; 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 (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL) { 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: %08lX", 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(mWindow, NULL, FALSE); } if (mDepthBufferFormat != GL_NONE) { result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight, gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat), D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL); ERR("Could not create depthstencil surface for new swap chain: 0x%08X", 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(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(NULL); device->SetVertexShader(NULL); device->SetRenderTarget(0, mBackBuffer); device->SetDepthStencilSurface(NULL); 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); D3DVIEWPORT9 viewport = {0, 0, mWidth, 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, NULL); RECT rect = { x, mHeight - y - height, x + width, mHeight - y }; HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0); mRenderer->markAllStateDirty(); if (d3d9::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR) { return EGL_BAD_ALLOC; } ASSERT(SUCCEEDED(result)); return EGL_SUCCESS; } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *SwapChain9::getRenderTarget() { if (mRenderTarget) { mRenderTarget->AddRef(); } return mRenderTarget; } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *SwapChain9::getDepthStencil() { if (mDepthStencil) { mDepthStencil->AddRef(); } return mDepthStencil; } // Increments refcount on texture. // caller must Release() the returned texture IDirect3DTexture9 *SwapChain9::getOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->AddRef(); } return mOffscreenTexture; } SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain) { ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain)); return static_cast(swapChain); } void SwapChain9::recreate() { if (!mSwapChain) { return; } IDirect3DDevice9 *device = mRenderer->getDevice(); if (device == NULL) { return; } D3DPRESENT_PARAMETERS presentParameters; HRESULT result = mSwapChain->GetPresentParameters(&presentParameters); ASSERT(SUCCEEDED(result)); IDirect3DSwapChain9* newSwapChain = NULL; result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain); if (FAILED(result)) { return; } mSwapChain->Release(); mSwapChain = newSwapChain; mBackBuffer->Release(); result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); ASSERT(SUCCEEDED(result)); } }