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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.
//
// 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 <vector>
#include "common/debug.h"
#include "libEGL/main.h"
namespace egl
{
Display::Display(HDC deviceContext) : mDc(deviceContext)
{
mD3d9 = NULL;
mDevice = NULL;
mAdapter = D3DADAPTER_DEFAULT;
mDeviceType = D3DDEVTYPE_HAL;
mSwapInterval = 1;
}
Display::~Display()
{
terminate();
}
bool Display::initialize()
{
if (isInitialized())
{
return true;
}
mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if (mD3d9)
{
if (mDc != NULL)
{
// UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
}
D3DCAPS9 caps;
HRESULT result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &caps);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
return error(EGL_BAD_ALLOC, false);
}
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
mD3d9->Release();
mD3d9 = NULL;
}
else
{
EGLint minSwapInterval = 4;
EGLint maxSwapInterval = 0;
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) {minSwapInterval = std::min(minSwapInterval, 0); maxSwapInterval = std::max(maxSwapInterval, 0);}
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) {minSwapInterval = std::min(minSwapInterval, 1); maxSwapInterval = std::max(maxSwapInterval, 1);}
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) {minSwapInterval = std::min(minSwapInterval, 2); maxSwapInterval = std::max(maxSwapInterval, 2);}
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) {minSwapInterval = std::min(minSwapInterval, 3); maxSwapInterval = std::max(maxSwapInterval, 3);}
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) {minSwapInterval = std::min(minSwapInterval, 4); maxSwapInterval = std::max(maxSwapInterval, 4);}
const D3DFORMAT adapterFormats[] =
{
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,
D3DFMT_X8R8G8B8
};
const D3DFORMAT depthStencilFormats[] =
{
// 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);
for (int formatIndex = 0; formatIndex < sizeof(adapterFormats) / sizeof(D3DFORMAT); formatIndex++)
{
D3DFORMAT renderTargetFormat = adapterFormats[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 = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
if (SUCCEEDED(result))
{
HRESULT result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); // FIXME: Only accept color formats available both in fullscreen and windowed?
if (SUCCEEDED(result))
{
// FIXME: Enumerate multi-sampling
mConfigSet.add(currentDisplayMode, minSwapInterval, maxSwapInterval, renderTargetFormat, depthStencilFormat, 0);
}
}
}
}
}
}
mConfigSet.enumerate();
}
if (!isInitialized())
{
terminate();
return false;
}
return true;
}
void Display::terminate()
{
for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++)
{
delete *surface;
}
for (ContextSet::iterator context = mContextSet.begin(); context != mContextSet.end(); context++)
{
glDestroyContext(*context);
}
if (mDevice)
{
mDevice->Release();
mDevice = NULL;
}
if (mD3d9)
{
mD3d9->Release();
mD3d9 = NULL;
}
}
void Display::startScene()
{
if (!mSceneStarted)
{
long result = mDevice->BeginScene();
ASSERT(SUCCEEDED(result));
mSceneStarted = true;
}
}
void Display::endScene()
{
if (mSceneStarted)
{
long result = mDevice->EndScene();
ASSERT(SUCCEEDED(result));
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;
default:
return false;
}
return true;
}
Surface *Display::createWindowSurface(HWND window, EGLConfig config)
{
const Config *configuration = mConfigSet.get(config);
D3DPRESENT_PARAMETERS presentParameters = {0};
presentParameters.AutoDepthStencilFormat = configuration->mDepthStencilFormat;
presentParameters.BackBufferCount = 1;
presentParameters.BackBufferFormat = configuration->mRenderTargetFormat;
presentParameters.BackBufferWidth = 0;
presentParameters.BackBufferHeight = 0;
presentParameters.EnableAutoDepthStencil = configuration->mDepthSize ? TRUE : FALSE;
presentParameters.Flags = 0;
presentParameters.hDeviceWindow = window;
presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
presentParameters.PresentationInterval = getPresentInterval(configuration, true);
presentParameters.SwapEffect = D3DSWAPEFFECT_COPY;
presentParameters.Windowed = TRUE; // FIXME
IDirect3DSwapChain9 *swapChain = NULL;
IDirect3DSurface9 *depthStencilSurface = NULL;
if (!mDevice)
{
DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
HRESULT result = mD3d9->CreateDevice(mAdapter, mDeviceType, window, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
return error(EGL_BAD_ALLOC, (egl::Surface*)NULL);
}
if (FAILED(result))
{
result = mD3d9->CreateDevice(mAdapter, mDeviceType, window, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
return error(EGL_BAD_ALLOC, (egl::Surface*)NULL);
}
}
ASSERT(SUCCEEDED(result));
if (mDevice)
{
mSceneStarted = false;
mDevice->GetSwapChain(0, &swapChain);
mDevice->GetDepthStencilSurface(&depthStencilSurface);
}
}
else
{
if (!mSurfaceSet.empty())
{
// if the device already exists, and there are other surfaces/windows currently in use, we need to create
// a separate swap chain for the new draw surface.
HRESULT result = mDevice->CreateAdditionalSwapChain(&presentParameters, &swapChain);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
ERR("Could not create additional swap chains. Out of memory.");
return error(EGL_BAD_ALLOC, (egl::Surface*)NULL);
}
ASSERT(SUCCEEDED(result));
// CreateAdditionalSwapChain does not automatically generate a depthstencil surface, unlike
// CreateDevice, so we must do so explicitly.
result = mDevice->CreateDepthStencilSurface(presentParameters.BackBufferWidth, presentParameters.BackBufferHeight,
presentParameters.AutoDepthStencilFormat, presentParameters.MultiSampleType,
presentParameters.MultiSampleQuality, FALSE, &depthStencilSurface, NULL);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
swapChain->Release();
ERR("Could not create depthstencil surface for new swap chain. Out of memory.");
return error(EGL_BAD_ALLOC, (egl::Surface*)NULL);
}
ASSERT(SUCCEEDED(result));
}
else
{
// if the device already exists, but there are no surfaces in use, then all the surfaces/windows
// have been destroyed, and we should repurpose the originally created depthstencil surface for
// use with the new surface we are creating.
HRESULT result = mDevice->Reset(&presentParameters);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
ERR("Could not reset presentation parameters for device. Out of memory.");
return error(EGL_BAD_ALLOC, (egl::Surface*)NULL);
}
ASSERT(SUCCEEDED(result));
if (mDevice)
{
mSceneStarted = false;
mDevice->GetSwapChain(0, &swapChain);
mDevice->GetDepthStencilSurface(&depthStencilSurface);
}
}
}
Surface *surface = NULL;
if (swapChain)
{
surface = new Surface(this, swapChain, depthStencilSurface, configuration);
mSurfaceSet.insert(surface);
swapChain->Release();
}
return surface;
}
EGLContext Display::createContext(EGLConfig configHandle)
{
const egl::Config *config = mConfigSet.get(configHandle);
gl::Context *context = glCreateContext(config);
mContextSet.insert(context);
return context;
}
void Display::destroySurface(egl::Surface *surface)
{
delete surface;
mSurfaceSet.erase(surface);
}
void Display::destroyContext(gl::Context *context)
{
glDestroyContext(context);
mContextSet.erase(context);
}
bool Display::isInitialized()
{
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;
}
void Display::setSwapInterval(GLint interval)
{
mSwapInterval = interval;
}
DWORD Display::getPresentInterval(const egl::Config *config, bool maximumRate)
{
GLint interval = maximumRate ? 0 : mSwapInterval;
interval = interval < config->mMinSwapInterval ? config->mMinSwapInterval : interval;
interval = interval > config->mMaxSwapInterval ? config->mMaxSwapInterval : 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;
}
IDirect3DDevice9 *Display::getDevice()
{
return mDevice;
}
}