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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp472
1 files changed, 472 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp
new file mode 100644
index 0000000000..c8abac7a57
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp
@@ -0,0 +1,472 @@
+//
+// Copyright 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.
+//
+
+// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+
+#include "libANGLE/features.h"
+#include "libANGLE/renderer/d3d/d3d9/NativeWindow9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+
+namespace rx
+{
+
+SwapChain9::SwapChain9(Renderer9 *renderer,
+ NativeWindow9 *nativeWindow,
+ HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation)
+ : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat),
+ mRenderer(renderer),
+ mWidth(-1),
+ mHeight(-1),
+ mSwapInterval(-1),
+ mNativeWindow(nativeWindow),
+ mSwapChain(nullptr),
+ mBackBuffer(nullptr),
+ mRenderTarget(nullptr),
+ mDepthStencil(nullptr),
+ mOffscreenTexture(nullptr),
+ mColorRenderTarget(this, false),
+ mDepthStencilRenderTarget(this, true)
+{
+ ASSERT(orientation == 0);
+}
+
+SwapChain9::~SwapChain9()
+{
+ release();
+}
+
+void SwapChain9::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mOffscreenTexture);
+
+ if (mNativeWindow->getNativeWindow())
+ {
+ mShareHandle = nullptr;
+ }
+}
+
+static DWORD convertInterval(EGLint interval)
+{
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ return D3DPRESENT_INTERVAL_IMMEDIATE;
+#else
+ 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;
+#endif
+}
+
+EGLint SwapChain9::resize(DisplayD3D *displayD3D, int backbufferWidth, int backbufferHeight)
+{
+ // D3D9 does not support resizing swap chains without recreating them
+ return reset(displayD3D, backbufferWidth, backbufferHeight, mSwapInterval);
+}
+
+EGLint SwapChain9::reset(DisplayD3D *displayD3D,
+ int backbufferWidth,
+ int backbufferHeight,
+ EGLint swapInterval)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (device == nullptr)
+ {
+ 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.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mDepthStencil);
+
+ const d3d9::TextureFormat &backBufferd3dFormatInfo =
+ d3d9::GetTextureFormatInfo(mOffscreenRenderTargetFormat);
+ if (mD3DTexture != nullptr)
+ {
+ result = mD3DTexture->QueryInterface(&mOffscreenTexture);
+ ASSERT(SUCCEEDED(result));
+ }
+ else
+ {
+ HANDLE *pShareHandle = nullptr;
+ if (!mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport())
+ {
+ pShareHandle = &mShareHandle;
+ }
+
+ result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
+ backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT,
+ &mOffscreenTexture, pShareHandle);
+ if (FAILED(result))
+ {
+ ERR() << "Could not create offscreen texture, " << gl::FmtHR(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<LONG>(backbufferWidth))
+ {
+ rect.right = backbufferWidth;
+ }
+
+ if (rect.bottom > static_cast<LONG>(backbufferHeight))
+ {
+ rect.bottom = backbufferHeight;
+ }
+
+ mRenderer->endScene();
+
+ result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
+ ASSERT(SUCCEEDED(result));
+
+ SafeRelease(oldRenderTarget);
+ }
+
+ const d3d9::TextureFormat &depthBufferd3dFormatInfo =
+ d3d9::GetTextureFormatInfo(mDepthBufferFormat);
+
+ // Don't create a swapchain for NULLREF devices
+ D3DDEVTYPE deviceType = mRenderer->getD3D9DeviceType();
+ EGLNativeWindowType window = mNativeWindow->getNativeWindow();
+ if (window && deviceType != D3DDEVTYPE_NULLREF)
+ {
+ D3DPRESENT_PARAMETERS presentParameters = {};
+ presentParameters.AutoDepthStencilFormat = depthBufferd3dFormatInfo.renderFormat;
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = backBufferd3dFormatInfo.renderFormat;
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = window;
+ 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 (IsIntel(mRenderer->getVendorId()))
+ {
+ 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, "
+ << gl::FmtHR(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(window, nullptr, FALSE);
+ }
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ result = device->CreateDepthStencilSurface(
+ backbufferWidth, backbufferHeight, depthBufferd3dFormatInfo.renderFormat,
+ D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, nullptr);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY ||
+ result == D3DERR_INVALIDCALL);
+
+ ERR() << "Could not create depthstencil surface for new swap chain, "
+ << gl::FmtHR(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(DisplayD3D *displayD3D, 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(nullptr);
+ device->SetVertexShader(nullptr);
+
+ device->SetRenderTarget(0, mBackBuffer);
+ device->SetDepthStencilSurface(nullptr);
+
+ 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);
+
+ for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
+ {
+ device->SetStreamSourceFreq(streamIndex, 1);
+ }
+
+ D3DVIEWPORT9 viewport = {0, 0, static_cast<DWORD>(mWidth), static_cast<DWORD>(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, nullptr);
+
+ RECT rect = {static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
+ static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)};
+
+ HRESULT result = mSwapChain->Present(&rect, &rect, nullptr, nullptr, 0);
+
+ mRenderer->markAllStateDirty();
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY ||
+ result == D3DERR_DRIVERINTERNALERROR)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the
+ // windows is in the process of entering/exiting fullscreen. This code doesn't seem to have any
+ // documentation. The device appears to be ok after emitting this error so simply return a
+ // failure to swap.
+ if (result == static_cast<HRESULT>(0x88760873) || result == static_cast<HRESULT>(0x88760872))
+ {
+ return EGL_BAD_MATCH;
+ }
+
+ // http://crbug.com/313210
+ // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
+ // device removed bug with lost contexts when reinstalling drivers.
+ if (FAILED(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return EGL_CONTEXT_LOST;
+ }
+
+ return EGL_SUCCESS;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getRenderTarget()
+{
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getDepthStencil()
+{
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ return mDepthStencil;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
+{
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->AddRef();
+ }
+
+ return mOffscreenTexture;
+}
+
+void *SwapChain9::getKeyedMutex()
+{
+ UNREACHABLE();
+ return nullptr;
+}
+
+egl::Error SwapChain9::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc)
+{
+ UNREACHABLE();
+ return egl::EglBadSurface();
+}
+
+void SwapChain9::recreate()
+{
+ if (!mSwapChain)
+ {
+ return;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ if (device == nullptr)
+ {
+ return;
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters;
+ HRESULT result = mSwapChain->GetPresentParameters(&presentParameters);
+ ASSERT(SUCCEEDED(result));
+
+ IDirect3DSwapChain9 *newSwapChain = nullptr;
+ result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ SafeRelease(mSwapChain);
+ mSwapChain = newSwapChain;
+
+ SafeRelease(mBackBuffer);
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+}
+
+RenderTargetD3D *SwapChain9::getColorRenderTarget()
+{
+ return &mColorRenderTarget;
+}
+
+RenderTargetD3D *SwapChain9::getDepthStencilRenderTarget()
+{
+ return &mDepthStencilRenderTarget;
+}
+} // namespace rx