/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "dx_config.hxx" #include "dx_impltools.hxx" #include "dx_rendermodule.hxx" #define MIN_TEXTURE_SIZE (32) //#define FAKE_MAX_NUMBER_TEXTURES (2) //#define FAKE_MAX_TEXTURE_SIZE (4096) #define VERTEX_BUFFER_SIZE (341*3) // 1023, the size of the internal // vertex buffer (must be divisible // by 3, as each triangle primitive // has 3 vertices) using namespace ::com::sun::star; // 'dxcanvas' namespace namespace dxcanvas { namespace { class DXRenderModule; // DXSurface /** ISurface implementation. @attention holds the DXRenderModule via non-refcounted reference! This is safe with current state of affairs, since the canvas::PageManager holds surface and render module via shared_ptr (and makes sure all surfaces are deleted before its render module member goes out of scope). */ class DXSurface : public canvas::ISurface { public: DXSurface( DXRenderModule& rRenderModule, const ::basegfx::B2ISize& rSize ); ~DXSurface() override; virtual bool selectTexture() override; virtual bool isValid() override; virtual bool update( const ::basegfx::B2IPoint& rDestPos, const ::basegfx::B2IRange& rSourceRect, ::canvas::IColorBuffer& rSource ) override; virtual ::basegfx::B2ISize getSize(); private: /// Guard local methods against concurrent access to RenderModule class ImplRenderModuleGuard { public: /// make noncopyable ImplRenderModuleGuard(const ImplRenderModuleGuard&) = delete; const ImplRenderModuleGuard& operator=(const ImplRenderModuleGuard&) = delete; explicit ImplRenderModuleGuard( DXRenderModule& rRenderModule ); ~ImplRenderModuleGuard(); private: DXRenderModule& mrRenderModule; }; DXRenderModule& mrRenderModule; sal::systools::COMReference mpTexture; ::basegfx::B2ISize maSize; }; // DXRenderModule /// Default implementation of IDXRenderModule class DXRenderModule final: public IDXRenderModule { public: explicit DXRenderModule( const vcl::Window& rWindow ); ~DXRenderModule() override; virtual void lock() const override { maMutex.acquire(); } virtual void unlock() const override { maMutex.release(); } virtual sal::systools::COMReference createSystemMemorySurface(const ::basegfx::B2ISize& rSize) override; virtual void disposing() override; virtual HWND getHWND() const override { return mhWnd; } virtual void screenShot() override; virtual bool flip( const ::basegfx::B2IRectangle& rUpdateArea, const ::basegfx::B2IRectangle& rCurrWindowArea ) override; virtual void resize( const ::basegfx::B2IRange& rect ) override; virtual ::basegfx::B2IVector getPageSize() override; virtual std::shared_ptr createSurface( const ::basegfx::B2IVector& surfaceSize ) override; virtual void beginPrimitive( PrimitiveType eType ) override; virtual void endPrimitive() override; virtual void pushVertex( const ::canvas::Vertex& vertex ) override; virtual bool isError() override; sal::systools::COMReference getDevice() { return mpDevice; } void flushVertexCache(); void commitVertexCache(); private: bool create( const vcl::Window& rWindow ); bool createDevice(); bool verifyDevice( const UINT nAdapter ); UINT getAdapterFromWindow(); /** This object represents the DirectX state machine. In order to serialize access to DirectX's global state, a global mutex is required. */ static ::osl::Mutex maMutex; HWND mhWnd; sal::systools::COMReference mpDevice; sal::systools::COMReference mpDirect3D9; sal::systools::COMReference mpSwapChain; sal::systools::COMReference mpVertexBuffer; std::shared_ptr mpTexture; VclPtr mpWindow; ::basegfx::B2ISize maSize; typedef std::vector vertexCache_t; vertexCache_t maVertexCache; std::size_t mnCount; int mnBeginSceneCount; bool mbCanUseDynamicTextures; bool mbError; PrimitiveType meType; ::basegfx::B2IVector maPageSize; D3DPRESENT_PARAMETERS mad3dpp; bool isDisposed() const { return (mhWnd==nullptr); } struct dxvertex { float x,y,z,rhw; DWORD diffuse; float u,v; }; std::size_t maNumVertices; std::size_t maWriteIndex; std::size_t maReadIndex; }; ::osl::Mutex DXRenderModule::maMutex; // DXSurface::ImplRenderModuleGuard DXSurface::ImplRenderModuleGuard::ImplRenderModuleGuard( DXRenderModule& rRenderModule ) : mrRenderModule( rRenderModule ) { mrRenderModule.lock(); } DXSurface::ImplRenderModuleGuard::~ImplRenderModuleGuard() { mrRenderModule.unlock(); } #ifdef FAKE_MAX_NUMBER_TEXTURES static sal_uInt32 gNumSurfaces = 0; #endif // DXSurface::DXSurface DXSurface::DXSurface( DXRenderModule& rRenderModule, const ::basegfx::B2ISize& rSize ) : mrRenderModule(rRenderModule), mpTexture(nullptr) { ImplRenderModuleGuard aGuard( mrRenderModule ); #ifdef FAKE_MAX_NUMBER_TEXTURES ++gNumSurfaces; if(gNumSurfaces >= FAKE_MAX_NUMBER_TEXTURES) return; #endif #ifdef FAKE_MAX_TEXTURE_SIZE if(rSize.getWidth() > FAKE_MAX_TEXTURE_SIZE) return; if(rSize.getHeight() > FAKE_MAX_TEXTURE_SIZE) return; #endif ENSURE_ARG_OR_THROW(rSize.getWidth() > 0 && rSize.getHeight() > 0, "DXSurface::DXSurface(): request for zero-sized surface"); sal::systools::COMReference pDevice(rRenderModule.getDevice()); IDirect3DTexture9 *pTexture(nullptr); if(FAILED(pDevice->CreateTexture( rSize.getWidth(), rSize.getHeight(), 1,0,D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture,nullptr))) return; mpTexture = sal::systools::COMReference(pTexture, false); maSize = rSize; } // DXSurface::~DXSurface DXSurface::~DXSurface() { ImplRenderModuleGuard aGuard( mrRenderModule ); #ifdef FAKE_MAX_NUMBER_TEXTURES gNumSurfaces--; #endif } // DXSurface::selectTexture bool DXSurface::selectTexture() { ImplRenderModuleGuard aGuard( mrRenderModule ); mrRenderModule.flushVertexCache(); sal::systools::COMReference pDevice(mrRenderModule.getDevice()); if( FAILED(pDevice->SetTexture(0,mpTexture.get())) ) return false; return true; } // DXSurface::isValid bool DXSurface::isValid() { ImplRenderModuleGuard aGuard( mrRenderModule ); if(!(mpTexture.is())) return false; return true; } // DXSurface::update bool DXSurface::update( const ::basegfx::B2IPoint& rDestPos, const ::basegfx::B2IRange& rSourceRect, ::canvas::IColorBuffer& rSource ) { ImplRenderModuleGuard aGuard( mrRenderModule ); // can't update if surface is not valid, that means // either not existent nor restored... if(!(isValid())) return false; D3DLOCKED_RECT aLockedRect; RECT rect; rect.left = std::max(sal_Int32(0),rDestPos.getX()); rect.top = std::max(sal_Int32(0),rDestPos.getY()); // to avoid interpolation artifacts from other textures, // the surface manager allocates one pixel gap between // them. Clear that to transparent. rect.right = std::min(maSize.getWidth(), rect.left + sal_Int32(rSourceRect.getWidth()+1)); rect.bottom = std::min(maSize.getHeight(), rect.top + sal_Int32(rSourceRect.getHeight()+1)); const bool bClearRightColumn( rect.right < maSize.getWidth() ); const bool bClearBottomRow( rect.bottom < maSize.getHeight() ); if(SUCCEEDED(mpTexture->LockRect(0,&aLockedRect,&rect,D3DLOCK_NOSYSLOCK))) { if(sal_uInt8* pImage = rSource.lock()) { switch( rSource.getFormat() ) { case ::canvas::IColorBuffer::Format::A8R8G8B8: { const std::size_t nSourceBytesPerPixel(4); const std::size_t nSourcePitchInBytes(rSource.getStride()); pImage += rSourceRect.getMinY()*nSourcePitchInBytes; pImage += rSourceRect.getMinX()*nSourceBytesPerPixel; // calculate the destination memory address sal_uInt8 *pDst = static_cast(aLockedRect.pBits); const sal_uInt32 nNumBytesToCopy( static_cast( rSourceRect.getWidth())* nSourceBytesPerPixel); const sal_uInt64 nNumLines(rSourceRect.getHeight()); for(sal_uInt64 i=0; i(aLockedRect.pBits); const sal_Int32 nNumLines( sal::static_int_cast(rSourceRect.getHeight())); const sal_Int32 nNumColumns( sal::static_int_cast(rSourceRect.getWidth())); for(sal_Int32 i=0; i(pImage); sal_uInt32 *pDst32 = reinterpret_cast(pDst); for(sal_Int32 j=0; jUnlockRect(0)); } return true; } ::basegfx::B2ISize DXSurface::getSize() { return maSize; } DXRenderModule::DXRenderModule( const vcl::Window& rWindow ) : mhWnd(nullptr), mpDevice(), mpDirect3D9(), mpSwapChain(), mpVertexBuffer(), mpTexture(), maVertexCache(), mnCount(0), mnBeginSceneCount(0), mbCanUseDynamicTextures(false), mbError( false ), meType( PrimitiveType::Unknown ), mad3dpp(), maNumVertices( VERTEX_BUFFER_SIZE ), maWriteIndex(0), maReadIndex(0) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(!(create(rWindow))) { throw lang::NoSupportException( "Could not create DirectX device!" ); } // allocate a single texture surface which can be used later. // we also use this to calibrate the page size. basegfx::B2IVector aPageSize(maPageSize); while(true) { mpTexture = std::make_shared(*this, basegfx::B2ISize(aPageSize.getX(), aPageSize.getY())); if(mpTexture->isValid()) break; aPageSize.setX(aPageSize.getX()>>1); aPageSize.setY(aPageSize.getY()>>1); if((aPageSize.getX() < MIN_TEXTURE_SIZE) || (aPageSize.getY() < MIN_TEXTURE_SIZE)) { throw lang::NoSupportException( "Could not create DirectX device - insufficient texture space!" ); } } maPageSize=aPageSize; IDirect3DVertexBuffer9 *pVB(nullptr); if( FAILED(mpDevice->CreateVertexBuffer(sizeof(dxvertex)*maNumVertices, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1, D3DPOOL_DEFAULT, &pVB, nullptr)) ) { throw lang::NoSupportException( "Could not create DirectX device - out of memory!" ); } mpVertexBuffer = sal::systools::COMReference(pVB, false); } // DXRenderModule::~DXRenderModule DXRenderModule::~DXRenderModule() { disposing(); } // DXRenderModule::disposing void DXRenderModule::disposing() { if(!mhWnd) return; mpTexture.reset(); mpWindow.disposeAndClear(); mhWnd=nullptr; // refrain from releasing the DX9 objects. We're the only // ones holding references to them, and it might be // dangerous to destroy the DX9 device, before all other // objects are dead. } // DXRenderModule::create bool DXRenderModule::create( const vcl::Window& rWindow ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); // TODO(F2): since we would like to share precious hardware // resources, the direct3d9 object should be global. each new // request for a canvas should only create a new swapchain. mpDirect3D9 = sal::systools::COMReference( Direct3DCreate9(D3D_SDK_VERSION), false); if(!mpDirect3D9.is()) return false; maVertexCache.reserve( 1024 ); mpWindow.disposeAndClear(); mpWindow.reset( VclPtr::Create( const_cast(&rWindow), 0) ); // system child window must not receive mouse events mpWindow->SetMouseTransparent( true ); // parent should receive paint messages as well mpWindow->SetParentClipMode(ParentClipMode::NoClip); // the system child window must not clear its background mpWindow->EnableEraseBackground( false ); mpWindow->SetControlForeground(); mpWindow->SetControlBackground(); const SystemEnvData *pData = mpWindow->GetSystemData(); const HWND hwnd(reinterpret_cast(pData->hWnd)); mhWnd = hwnd; ENSURE_OR_THROW( IsWindow( mhWnd ), "DXRenderModule::create() No valid HWND given." ); // retrieve position and size of the parent window const ::Size &rSizePixel(rWindow.GetSizePixel()); // remember the size of the parent window, since we // need to use this for our child window. maSize.setWidth(sal_Int32(rSizePixel.Width())); maSize.setHeight(sal_Int32(rSizePixel.Height())); // let the child window cover the same size as the parent window. mpWindow->setPosSizePixel(0, 0, maSize.getWidth(),maSize.getHeight()); // create a device from the direct3d9 object. if(!(createDevice())) { mpWindow.disposeAndClear(); return false; } mpWindow->Show(); return true; } // DXRenderModule::verifyDevice bool DXRenderModule::verifyDevice( const UINT nAdapter ) { ENSURE_OR_THROW( mpDirect3D9.is(), "DXRenderModule::verifyDevice() No valid device." ); // ask direct3d9 about the capabilities of hardware devices on a specific adapter. // here we decide if the underlying hardware of the machine 'is good enough'. // since we only need a tiny little fraction of what could be used, this // is basically a no-op. D3DCAPS9 aCaps; if(FAILED(mpDirect3D9->GetDeviceCaps(nAdapter,D3DDEVTYPE_HAL,&aCaps))) return false; if(!(aCaps.MaxTextureWidth)) return false; if(!(aCaps.MaxTextureHeight)) return false; maPageSize = ::basegfx::B2IVector(aCaps.MaxTextureWidth,aCaps.MaxTextureHeight); // check device against allow & denylist entries D3DADAPTER_IDENTIFIER9 aIdent; if(FAILED(mpDirect3D9->GetAdapterIdentifier(nAdapter,0,&aIdent))) return false; DXCanvasItem aConfigItem; DXCanvasItem::DeviceInfo aInfo; aInfo.nVendorId = aIdent.VendorId; aInfo.nDeviceId = aIdent.DeviceId; aInfo.nDeviceSubSysId = aIdent.SubSysId; aInfo.nDeviceRevision = aIdent.Revision; aInfo.nDriverId = HIWORD(aIdent.DriverVersion.HighPart); aInfo.nDriverVersion = LOWORD(aIdent.DriverVersion.HighPart); aInfo.nDriverSubVersion = HIWORD(aIdent.DriverVersion.LowPart); aInfo.nDriverBuildId = LOWORD(aIdent.DriverVersion.LowPart); if( !aConfigItem.isDeviceUsable(aInfo) ) return false; if( aConfigItem.isDenylistCurrentDevice() ) { aConfigItem.denylistDevice(aInfo); return false; } aConfigItem.adaptMaxTextureSize(maPageSize); mbCanUseDynamicTextures = (aCaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) != 0; return true; } // DXRenderModule::createDevice bool DXRenderModule::createDevice() { // we expect that the caller provides us with a valid HWND ENSURE_OR_THROW( IsWindow(mhWnd), "DXRenderModule::createDevice() No valid HWND given." ); // we expect that the caller already created the direct3d9 object. ENSURE_OR_THROW( mpDirect3D9.is(), "DXRenderModule::createDevice() no direct3d?." ); // find the adapter identifier from the window. const UINT aAdapter(getAdapterFromWindow()); if(aAdapter == static_cast(-1)) return false; // verify that device possibly works if( !verifyDevice(aAdapter) ) return false; // query the display mode from the selected adapter. // we'll later request the backbuffer format to be same // same as the display format. D3DDISPLAYMODE d3ddm; mpDirect3D9->GetAdapterDisplayMode(aAdapter,&d3ddm); // we need to use D3DSWAPEFFECT_COPY here since the canvas-api has // basically nothing to do with efficient resource handling. it tries // to avoid drawing whenever possible, which is simply not the most // efficient way we could leverage the hardware in this case. it would // be far better to redraw the backbuffer each time we would like to // display the content of the backbuffer, but we need to face reality // here and follow how the canvas was designed. // Strictly speaking, we don't need a full screen worth of // backbuffer here. We could also scale dynamically with // the current window size, but this will make it // necessary to temporarily have two buffers while copying // from the old to the new one. What's more, at the time // we need a larger buffer, DX might not have sufficient // resources available, and we're then left with too small // a back buffer, and no way of falling back to a // different canvas implementation. ZeroMemory( &mad3dpp, sizeof(mad3dpp) ); mad3dpp.BackBufferWidth = std::max(maSize.getWidth(), sal_Int32(d3ddm.Width)); mad3dpp.BackBufferHeight = std::max(maSize.getHeight(), sal_Int32(d3ddm.Height)); mad3dpp.BackBufferCount = 1; mad3dpp.Windowed = TRUE; mad3dpp.SwapEffect = D3DSWAPEFFECT_COPY; mad3dpp.BackBufferFormat = d3ddm.Format; mad3dpp.EnableAutoDepthStencil = FALSE; mad3dpp.hDeviceWindow = mhWnd; mad3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // now create the device, first try hardware vertex processing, // then software vertex processing. if both queries fail, we give up // and indicate failure. IDirect3DDevice9 *pDevice(nullptr); if(FAILED(mpDirect3D9->CreateDevice(aAdapter, D3DDEVTYPE_HAL, mhWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING| D3DCREATE_MULTITHREADED|D3DCREATE_FPU_PRESERVE, &mad3dpp, &pDevice))) if(FAILED(mpDirect3D9->CreateDevice(aAdapter, D3DDEVTYPE_HAL, mhWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING| D3DCREATE_MULTITHREADED|D3DCREATE_FPU_PRESERVE, &mad3dpp, &pDevice))) return false; // got it, store it in a safe place... mpDevice = sal::systools::COMReference(pDevice, false); // After CreateDevice, the first swap chain already exists, so just get it... IDirect3DSwapChain9 *pSwapChain(nullptr); pDevice->GetSwapChain(0,&pSwapChain); mpSwapChain = sal::systools::COMReference(pSwapChain, false); if( !mpSwapChain.is() ) return false; // clear the render target [which is the backbuffer in this case]. // we are forced to do this once, and furthermore right now. // please note that this is only possible since we created the // backbuffer with copy semantics [the content is preserved after // calls to Present()], which is an unnecessarily expensive operation. LPDIRECT3DSURFACE9 pBackBuffer = nullptr; mpSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer); mpDevice->SetRenderTarget( 0, pBackBuffer ); mpDevice->Clear(0,nullptr,D3DCLEAR_TARGET,0,1.0f,0); pBackBuffer->Release(); return true; } // DXRenderModule::createSystemMemorySurface sal::systools::COMReference DXRenderModule::createSystemMemorySurface(const ::basegfx::B2ISize& rSize) { if(isDisposed()) return sal::systools::COMReference(nullptr); // please note that D3DFMT_X8R8G8B8 is the only format we're // able to choose here, since GetDC() doesn't support any // other 32bit-format. IDirect3DSurface9 *pSurface(nullptr); if( FAILED(mpDevice->CreateOffscreenPlainSurface( rSize.getWidth(), rSize.getHeight(), D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &pSurface, nullptr)) ) { throw lang::NoSupportException( "Could not create offscreen surface - out of mem!" ); } return sal::systools::COMReference(pSurface, false); } // DXRenderModule::flip bool DXRenderModule::flip( const ::basegfx::B2IRectangle& rUpdateArea, const ::basegfx::B2IRectangle& /*rCurrWindowArea*/ ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed() || !mpSwapChain.is()) return false; flushVertexCache(); // TODO(P2): Might be faster to actually pass update area here RECT aRect = { rUpdateArea.getMinX(), rUpdateArea.getMinY(), rUpdateArea.getMaxX(), rUpdateArea.getMaxY() }; HRESULT hr(mpSwapChain->Present(&aRect,&aRect,nullptr,nullptr,0)); if(FAILED(hr)) { if(hr != D3DERR_DEVICELOST) return false; // interestingly enough, sometimes the Reset() below // *still* causes DeviceLost errors. So, cycle until // DX was kind enough to really reset the device... do { mpVertexBuffer.clear(); hr = mpDevice->Reset(&mad3dpp); if(SUCCEEDED(hr)) { IDirect3DVertexBuffer9 *pVB(nullptr); if( FAILED(mpDevice->CreateVertexBuffer(sizeof(dxvertex)*maNumVertices, D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1, D3DPOOL_DEFAULT, &pVB, nullptr)) ) { throw lang::NoSupportException( "Could not create DirectX device - out of memory!" ); } mpVertexBuffer = sal::systools::COMReference(pVB, false); // retry after the restore if(SUCCEEDED(mpSwapChain->Present(&aRect,&aRect,nullptr,nullptr,0))) return true; } osl::Thread::wait(std::chrono::seconds(1)); } while(hr == D3DERR_DEVICELOST); return false; } return true; } // DXRenderModule::screenShot void DXRenderModule::screenShot() { } // DXRenderModule::resize void DXRenderModule::resize( const ::basegfx::B2IRange& rect ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed()) return; // don't do anything if the size didn't change. if(maSize.getWidth() == static_cast(rect.getWidth()) && maSize.getHeight() == static_cast(rect.getHeight())) return; // TODO(Q2): use numeric cast to prevent overflow maSize.setWidth(sal_Int32(rect.getWidth())); maSize.setHeight(sal_Int32(rect.getHeight())); mpWindow->setPosSizePixel(0, 0, maSize.getWidth(), maSize.getHeight()); // resize back buffer, if necessary // don't attempt to create anything if the // requested size is NULL. if(!(maSize.getWidth())) return; if(!(maSize.getHeight())) return; // backbuffer too small (might happen, if window is // maximized across multiple monitors) if( sal_Int32(mad3dpp.BackBufferWidth) < maSize.getWidth() || sal_Int32(mad3dpp.BackBufferHeight) < maSize.getHeight() ) { mad3dpp.BackBufferWidth = maSize.getWidth(); mad3dpp.BackBufferHeight = maSize.getHeight(); // clear before, save resources mpSwapChain.clear(); IDirect3DSwapChain9 *pSwapChain(nullptr); if(FAILED(mpDevice->CreateAdditionalSwapChain(&mad3dpp,&pSwapChain))) return; mpSwapChain = sal::systools::COMReference(pSwapChain, false); // clear the render target [which is the backbuffer in this case]. // we are forced to do this once, and furthermore right now. // please note that this is only possible since we created the // backbuffer with copy semantics [the content is preserved after // calls to Present()], which is an unnecessarily expensive operation. LPDIRECT3DSURFACE9 pBackBuffer = nullptr; mpSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer); mpDevice->SetRenderTarget( 0, pBackBuffer ); mpDevice->Clear(0,nullptr,D3DCLEAR_TARGET,0,1.0f,0); pBackBuffer->Release(); } } // DXRenderModule::getPageSize ::basegfx::B2IVector DXRenderModule::getPageSize() { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); return maPageSize; } // DXRenderModule::createSurface std::shared_ptr DXRenderModule::createSurface( const ::basegfx::B2IVector& surfaceSize ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed()) return std::shared_ptr(); const ::basegfx::B2IVector& rPageSize( getPageSize() ); ::basegfx::B2ISize aSize(surfaceSize); if(!(aSize.getWidth())) aSize.setWidth(rPageSize.getX()); if(!(aSize.getHeight())) aSize.setHeight(rPageSize.getY()); if(mpTexture.use_count() == 1) return mpTexture; return std::make_shared(*this,aSize); } // DXRenderModule::beginPrimitive void DXRenderModule::beginPrimitive( PrimitiveType eType ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed()) return; ENSURE_OR_THROW( !mnBeginSceneCount, "DXRenderModule::beginPrimitive(): nested call" ); ++mnBeginSceneCount; meType=eType; mnCount=0; } // DXRenderModule::endPrimitive void DXRenderModule::endPrimitive() { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed()) return; --mnBeginSceneCount; meType = PrimitiveType::Unknown; mnCount = 0; } // DXRenderModule::pushVertex void DXRenderModule::pushVertex( const ::canvas::Vertex& vertex ) { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); if(isDisposed()) return; switch(meType) { case PrimitiveType::Triangle: { maVertexCache.push_back(vertex); ++mnCount; mnCount &= 3; break; } case PrimitiveType::Quad: { if(mnCount == 3) { const std::size_t size(maVertexCache.size()); ::canvas::Vertex v0(maVertexCache[size-1]); ::canvas::Vertex v2(maVertexCache[size-3]); maVertexCache.push_back(v0); maVertexCache.push_back(vertex); maVertexCache.push_back(v2); mnCount=0; } else { maVertexCache.push_back(vertex); ++mnCount; } break; } default: SAL_WARN("canvas.directx", "DXRenderModule::pushVertex(): unexpected primitive type"); break; } } // DXRenderModule::isError bool DXRenderModule::isError() { // TODO(P2): get rid of those fine-grained locking ::osl::MutexGuard aGuard( maMutex ); return mbError; } // DXRenderModule::getAdapterFromWindow UINT DXRenderModule::getAdapterFromWindow() { HMONITOR hMonitor(MonitorFromWindow(mhWnd, MONITOR_DEFAULTTONEAREST)); UINT aAdapterCount(mpDirect3D9->GetAdapterCount()); for(UINT i=0; iGetAdapterMonitor(i)) return i; return static_cast(-1); } // DXRenderModule::commitVertexCache void DXRenderModule::commitVertexCache() { if(maReadIndex != maWriteIndex) { const std::size_t nVertexStride = sizeof(dxvertex); const unsigned int nNumVertices = maWriteIndex-maReadIndex; const unsigned int nNumPrimitives = nNumVertices / 3; if(FAILED(mpDevice->SetStreamSource(0,mpVertexBuffer.get(),0,nVertexStride))) return; if(FAILED(mpDevice->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1))) return; if(FAILED(mpDevice->BeginScene())) return; mbError |= FAILED(mpDevice->DrawPrimitive(D3DPT_TRIANGLELIST,maReadIndex,nNumPrimitives)); mbError |= FAILED(mpDevice->EndScene()); maReadIndex += nNumVertices; } } // DXRenderModule::flushVertexCache void DXRenderModule::flushVertexCache() { if(maVertexCache.empty()) return; mbError=true; if( FAILED(mpDevice->SetRenderState(D3DRS_LIGHTING,FALSE))) return; // enable texture alpha blending if( FAILED(mpDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE))) return; mpDevice->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); mpDevice->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); mpDevice->SetSamplerState(0,D3DSAMP_ADDRESSU ,D3DTADDRESS_CLAMP ); mpDevice->SetSamplerState(0,D3DSAMP_ADDRESSV ,D3DTADDRESS_CLAMP ); // configure the fixed-function pipeline. // the only 'feature' we need here is to modulate the alpha-channels // from the texture and the interpolated diffuse color. the result // will then be blended with the backbuffer. // fragment color = texture color * diffuse.alpha. mpDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE); mpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE); mpDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE); // normal combination of object... if( FAILED(mpDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA)) ) return; // ..and background color if( FAILED(mpDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA)) ) return; // disable backface culling; this enables us to mirror sprites // by simply reverting the triangles, which, with enabled // culling, would be invisible otherwise if( FAILED(mpDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE)) ) return; mbError=false; std::size_t nSize(maVertexCache.size()); const std::size_t nVertexStride = sizeof(dxvertex); const ::basegfx::B2IVector aPageSize(getPageSize()); const float nHalfPixelSizeX(0.5f/aPageSize.getX()); const float nHalfPixelSizeY(0.5f/aPageSize.getY()); vertexCache_t::const_iterator it(maVertexCache.begin()); while( nSize ) { DWORD dwLockFlags(D3DLOCK_NOOVERWRITE); // Check to see if there's space for the current set of // vertices in the buffer. if( maNumVertices - maWriteIndex < nSize ) { commitVertexCache(); dwLockFlags = D3DLOCK_DISCARD; maWriteIndex = 0; maReadIndex = 0; } dxvertex *vertices(nullptr); const std::size_t nNumVertices( std::min(maNumVertices - maWriteIndex, nSize)); if(FAILED(mpVertexBuffer->Lock(maWriteIndex*nVertexStride, nNumVertices*nVertexStride, reinterpret_cast(&vertices), dwLockFlags))) return; std::size_t nIndex(0); while( nIndex < nNumVertices ) { dxvertex &dest = vertices[nIndex++]; dest.x=it->x; dest.y=it->y; dest.z=it->z; dest.rhw=1; const sal_uInt32 alpha(static_cast(it->a*255.0f)); dest.diffuse=D3DCOLOR_ARGB(alpha,255,255,255); dest.u=static_cast(it->u + nHalfPixelSizeX); dest.v=static_cast(it->v + nHalfPixelSizeY); ++it; } mpVertexBuffer->Unlock(); // Advance to the next position in the vertex buffer. maWriteIndex += nNumVertices; nSize -= nNumVertices; commitVertexCache(); } maVertexCache.clear(); } } // createRenderModule IDXRenderModuleSharedPtr createRenderModule( const vcl::Window& rParent ) { return std::make_shared(rParent); } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */