blob: ea8816a2ad77aa709ef579e4bfbc8179a67b5df1 [file] [log] [blame]
//
// 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 <algorithm>
#include <map>
#include <vector>
#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<EGLNativeDisplayType, Display*> 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;
mD3dCompilerModule = 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<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
// Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
{
if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
{
break;
}
}
#else
// Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
if (!mD3dCompilerModule)
{
terminate();
return false;
}
mD3DCompileFunc = reinterpret_cast<D3DCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
ASSERT(mD3DCompileFunc);
// 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<void**>(&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, &currentDisplayMode);
ConfigSet configSet;
for (unsigned 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 (unsigned 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;
}
if (mD3dCompilerModule)
{
FreeLibrary(mD3dCompilerModule);
mD3dCompilerModule = 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()
{
if (!isInitialized())
{
return error(EGL_NOT_INITIALIZED, false);
}
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()
{
bool isLost = false;
if (mDeviceEx)
{
isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
}
else if (mDevice)
{
isLost = FAILED(mDevice->TestCooperativeLevel());
}
return isLost;
}
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, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
}
bool Display::getDXT3TextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
}
bool Display::getDXT5TextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
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, &currentDisplayMode);
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, &currentDisplayMode);
*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, &currentDisplayMode);
*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, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
}
bool Display::getLuminanceAlphaTextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
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 static_cast<float>(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);
}
HRESULT Display::compileShaderSource(const char* hlsl, const char* sourceName, const char* profile, DWORD flags, ID3DBlob** binary, ID3DBlob** errorMessage)
{
return mD3DCompileFunc(hlsl, strlen(hlsl), sourceName, NULL, NULL, "main", profile, flags, 0, binary, errorMessage);
}
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, &currentDisplayMode);
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);
}
}