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//
// 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 <d3dx9.h>
#include "common/debug.h"
#include "libGLESv2/main.h"
namespace
{
// Standard Vertex Shader
// Input 0 is the homogenous position.
// Outputs the homogenous position as-is.
// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
const char standardvs[] =
"struct VS_OUTPUT\n"
"{\n"
" float4 position : POSITION;\n"
" float4 texcoord : TEXCOORD0;\n"
"};\n"
"\n"
"uniform float4 halfPixelSize : c0;\n"
"\n"
"VS_OUTPUT main(in float4 position : POSITION)\n"
"{\n"
" VS_OUTPUT Out;\n"
"\n"
" Out.position = position + halfPixelSize;\n"
" Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
"\n"
" return Out;\n"
"}\n";
// Flip Y Vertex Shader
// Input 0 is the homogenous position.
// Outputs the homogenous position as-is.
// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
const char flipyvs[] =
"struct VS_OUTPUT\n"
"{\n"
" float4 position : POSITION;\n"
" float4 texcoord : TEXCOORD0;\n"
"};\n"
"\n"
"uniform float4 halfPixelSize : c0;\n"
"\n"
"VS_OUTPUT main(in float4 position : POSITION)\n"
"{\n"
" VS_OUTPUT Out;\n"
"\n"
" Out.position = position + halfPixelSize;\n"
" Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);\n"
"\n"
" return Out;\n"
"}\n";
// Passthrough Pixel Shader
// Outputs texture 0 sampled at texcoord 0.
const char passthroughps[] =
"sampler2D tex : s0;\n"
"\n"
"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
"{\n"
" return tex2D(tex, texcoord.xy);\n"
"}\n";
// Luminance Conversion Pixel Shader
// Outputs sample(tex0, tc0).rrra.
// For LA output (pass A) set C0.X = 1, C0.Y = 0.
// For L output (A = 1) set C0.X = 0, C0.Y = 1.
const char luminanceps[] =
"sampler2D tex : s0;\n"
"\n"
"uniform float4 mode : c0;\n"
"\n"
"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
"{\n"
" float4 tmp = tex2D(tex, texcoord.xy);\n"
" tmp.w = tmp.w * mode.x + mode.y;\n"
" return tmp.xxxw;\n"
"}\n";
// RGB/A Component Mask Pixel Shader
// Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1.
// To force RGB = 0, set C0.X = 0, otherwise C0.X = 1.
// To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0.
const char componentmaskps[] =
"sampler2D tex : s0;\n"
"\n"
"uniform float4 mode : c0;\n"
"\n"
"float4 main(float4 texcoord : TEXCOORD0) : COLOR\n"
"{\n"
" float4 tmp = tex2D(tex, texcoord.xy);\n"
" tmp.xyz = tmp.xyz * mode.x;\n"
" tmp.w = tmp.w * mode.z + mode.w;\n"
" return tmp;\n"
"}\n";
}
namespace gl
{
const char * const Blit::mShaderSource[] =
{
standardvs,
flipyvs,
passthroughps,
luminanceps,
componentmaskps
};
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 hr = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
if (FAILED(hr))
{
ASSERT(hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
}
void *lockPtr;
mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
memcpy(lockPtr, quad, sizeof(quad));
mQuadVertexBuffer->Unlock();
static const D3DVERTEXELEMENT9 elements[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
D3DDECL_END()
};
hr = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
if (FAILED(hr))
{
ASSERT(hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
}
}
template <class D3DShaderType>
bool Blit::setShader(ShaderId source, const char *profile,
HRESULT (WINAPI IDirect3DDevice9::*createShader)(const DWORD *, D3DShaderType**),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
{
IDirect3DDevice9 *device = getDevice();
D3DShaderType *shader;
if (mCompiledShaders[source] != NULL)
{
shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
}
else
{
ID3DXBuffer *shaderCode;
HRESULT hr = D3DXCompileShader(mShaderSource[source], strlen(mShaderSource[source]), NULL, NULL, "main", profile, 0, &shaderCode, NULL, NULL);
if (FAILED(hr))
{
ERR("Failed to compile %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
return false;
}
hr = (device->*createShader)(static_cast<const DWORD*>(shaderCode->GetBufferPointer()), &shader);
if (FAILED(hr))
{
shaderCode->Release();
ERR("Failed to create %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
return false;
}
shaderCode->Release();
mCompiledShaders[source] = shader;
}
HRESULT hr = (device->*setShader)(shader);
if (FAILED(hr))
{
ERR("Failed to set %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr);
return false;
}
return true;
}
bool Blit::setVertexShader(ShaderId shader)
{
return setShader<IDirect3DVertexShader9>(shader, mContext->supportsShaderModel3() ? "vs_3_0" : "vs_2_0", &IDirect3DDevice9::CreateVertexShader, &IDirect3DDevice9::SetVertexShader);
}
bool Blit::setPixelShader(ShaderId shader)
{
return setShader<IDirect3DPixelShader9>(shader, mContext->supportsShaderModel3() ? "ps_3_0" : "ps_2_0", &IDirect3DDevice9::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::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);
}
RECT d3dSourceRect;
d3dSourceRect.left = sourceRect.left;
d3dSourceRect.right = sourceRect.right;
d3dSourceRect.top = sourceRect.top;
d3dSourceRect.bottom = sourceRect.bottom;
display->endScene();
result = device->StretchRect(surface, &d3dSourceRect, 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);
for (int i = 0; i < MAX_VERTEX_ATTRIBS+1; 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();
}
}
}