// // Copyright 2002 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. // // Blit9.cpp: Surface copy utility class. #include "libANGLE/renderer/d3d/d3d9/Blit9.h" #include "libANGLE/Context.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" #include "libANGLE/renderer/d3d/d3d9/Renderer9.h" #include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h" #include "libANGLE/renderer/d3d/d3d9/formatutils9.h" #include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" namespace { // Precompiled shaders #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskpremultps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskunmultps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminancepremultps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceunmultps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h" #include "libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h" const BYTE *const g_shaderCode[] = { g_vs20_standardvs, g_ps20_passthroughps, g_ps20_luminanceps, g_ps20_luminancepremultps, g_ps20_luminanceunmultps, g_ps20_componentmaskps, g_ps20_componentmaskpremultps, g_ps20_componentmaskunmultps, }; const size_t g_shaderSize[] = { sizeof(g_vs20_standardvs), sizeof(g_ps20_passthroughps), sizeof(g_ps20_luminanceps), sizeof(g_ps20_luminancepremultps), sizeof(g_ps20_luminanceunmultps), sizeof(g_ps20_componentmaskps), sizeof(g_ps20_componentmaskpremultps), sizeof(g_ps20_componentmaskunmultps), }; } // namespace namespace rx { Blit9::Blit9(Renderer9 *renderer) : mRenderer(renderer), mGeometryLoaded(false), mQuadVertexBuffer(nullptr), mQuadVertexDeclaration(nullptr), mSavedStateBlock(nullptr), mSavedRenderTarget(nullptr), mSavedDepthStencil(nullptr) { memset(mCompiledShaders, 0, sizeof(mCompiledShaders)); } Blit9::~Blit9() { SafeRelease(mSavedStateBlock); SafeRelease(mQuadVertexBuffer); SafeRelease(mQuadVertexDeclaration); for (int i = 0; i < SHADER_COUNT; i++) { SafeRelease(mCompiledShaders[i]); } } angle::Result Blit9::initialize(Context9 *context9) { if (mGeometryLoaded) { return angle::Result::Continue; } static const float quad[] = {-1, -1, -1, 1, 1, -1, 1, 1}; IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, nullptr); ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader"); void *lockPtr = nullptr; result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0); ANGLE_TRY_HR(context9, result, "Failed to lock internal blit vertex shader"); ASSERT(lockPtr); memcpy(lockPtr, quad, sizeof(quad)); mQuadVertexBuffer->Unlock(); static const D3DVERTEXELEMENT9 elements[] = { {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END()}; result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration); ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader declaration"); mGeometryLoaded = true; return angle::Result::Continue; } template angle::Result Blit9::setShader(Context9 *context9, ShaderId source, const char *profile, angle::Result (Renderer9::*createShader)(d3d::Context *, const DWORD *, size_t length, D3DShaderType **outShader), HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *)) { IDirect3DDevice9 *device = mRenderer->getDevice(); D3DShaderType *shader = nullptr; if (mCompiledShaders[source] != nullptr) { shader = static_cast(mCompiledShaders[source]); } else { const BYTE *shaderCode = g_shaderCode[source]; size_t shaderSize = g_shaderSize[source]; ANGLE_TRY((mRenderer->*createShader)(context9, reinterpret_cast(shaderCode), shaderSize, &shader)); mCompiledShaders[source] = shader; } HRESULT hr = (device->*setShader)(shader); ANGLE_TRY_HR(context9, hr, "Failed to set shader for blit operation"); return angle::Result::Continue; } angle::Result Blit9::setVertexShader(Context9 *context9, ShaderId shader) { return setShader(context9, shader, "vs_2_0", &Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader); } angle::Result Blit9::setPixelShader(Context9 *context9, ShaderId shader) { return setShader(context9, shader, "ps_2_0", &Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader); } RECT Blit9::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; } gl::Extents Blit9::getSurfaceSize(IDirect3DSurface9 *surface) const { D3DSURFACE_DESC desc; surface->GetDesc(&desc); return gl::Extents(desc.Width, desc.Height, 1); } angle::Result Blit9::boxFilter(Context9 *context9, IDirect3DSurface9 *source, IDirect3DSurface9 *dest) { ANGLE_TRY(initialize(context9)); angle::ComPtr texture = nullptr; ANGLE_TRY(copySurfaceToTexture(context9, source, getSurfaceRect(source), &texture)); IDirect3DDevice9 *device = mRenderer->getDevice(); saveState(); device->SetTexture(0, texture.Get()); device->SetRenderTarget(0, dest); ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD)); ANGLE_TRY(setPixelShader(context9, SHADER_PS_PASSTHROUGH)); setCommonBlitState(); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); setViewportAndShaderConstants(getSurfaceRect(source), getSurfaceSize(source), getSurfaceRect(dest), false); render(); restoreState(); return angle::Result::Continue; } angle::Result Blit9::copy2D(const gl::Context *context, const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) { Context9 *context9 = GetImplAs(context); ANGLE_TRY(initialize(context9)); const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0); ASSERT(colorbuffer); RenderTarget9 *renderTarget9 = nullptr; ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9)); ASSERT(renderTarget9); angle::ComPtr source = renderTarget9->getSurface(); ASSERT(source); angle::ComPtr destSurface = nullptr; TextureStorage9 *storage9 = GetAs(storage); ANGLE_TRY( storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, true, &destSurface)); ASSERT(destSurface); ANGLE_TRY(copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset, destSurface.Get(), false, false, false)); return angle::Result::Continue; } angle::Result Blit9::copyCube(const gl::Context *context, const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, gl::TextureTarget target, GLint level) { Context9 *context9 = GetImplAs(context); ANGLE_TRY(initialize(context9)); const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0); ASSERT(colorbuffer); RenderTarget9 *renderTarget9 = nullptr; ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9)); ASSERT(renderTarget9); angle::ComPtr source = renderTarget9->getSurface(); ASSERT(source); angle::ComPtr destSurface = nullptr; TextureStorage9 *storage9 = GetAs(storage); ANGLE_TRY(storage9->getSurfaceLevel(context, target, level, true, &destSurface)); ASSERT(destSurface); return copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset, destSurface.Get(), false, false, false); } angle::Result Blit9::copyTexture(const gl::Context *context, const gl::Texture *source, GLint sourceLevel, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, gl::TextureTarget destTarget, GLint destLevel, bool flipY, bool premultiplyAlpha, bool unmultiplyAlpha) { Context9 *context9 = GetImplAs(context); ANGLE_TRY(initialize(context9)); TextureD3D *sourceD3D = GetImplAs(source); TextureStorage *sourceStorage = nullptr; ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage)); TextureStorage9_2D *sourceStorage9 = GetAs(sourceStorage); ASSERT(sourceStorage9); TextureStorage9 *destStorage9 = GetAs(storage); ASSERT(destStorage9); ASSERT(sourceLevel == 0); IDirect3DBaseTexture9 *sourceTexture = nullptr; ANGLE_TRY(sourceStorage9->getBaseTexture(context, &sourceTexture)); angle::ComPtr sourceSurface = nullptr; ANGLE_TRY(sourceStorage9->getSurfaceLevel(context, gl::TextureTarget::_2D, sourceLevel, true, &sourceSurface)); angle::ComPtr destSurface = nullptr; ANGLE_TRY(destStorage9->getSurfaceLevel(context, destTarget, destLevel, true, &destSurface)); return copy(context9, sourceSurface.Get(), sourceTexture, sourceRect, destFormat, destOffset, destSurface.Get(), flipY, premultiplyAlpha, unmultiplyAlpha); } angle::Result Blit9::copy(Context9 *context9, IDirect3DSurface9 *source, IDirect3DBaseTexture9 *sourceTexture, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest, bool flipY, bool premultiplyAlpha, bool unmultiplyAlpha) { ASSERT(source != nullptr && dest != nullptr); IDirect3DDevice9 *device = mRenderer->getDevice(); D3DSURFACE_DESC sourceDesc; D3DSURFACE_DESC destDesc; source->GetDesc(&sourceDesc); dest->GetDesc(&destDesc); // Check if it's possible to use StetchRect if (sourceDesc.Format == destDesc.Format && (destDesc.Usage & D3DUSAGE_RENDERTARGET) && d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat) && !flipY && premultiplyAlpha == unmultiplyAlpha) { RECT destRect = {destOffset.x, destOffset.y, destOffset.x + (sourceRect.right - sourceRect.left), destOffset.y + (sourceRect.bottom - sourceRect.top)}; HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT); ANGLE_TRY_HR(context9, result, "StretchRect failed to blit between textures"); return angle::Result::Continue; } angle::ComPtr texture = sourceTexture; RECT adjustedSourceRect = sourceRect; gl::Extents sourceSize(sourceDesc.Width, sourceDesc.Height, 1); if (texture == nullptr) { ANGLE_TRY(copySurfaceToTexture(context9, source, sourceRect, &texture)); // copySurfaceToTexture only copies in the sourceRect area of the source surface. // Adjust sourceRect so that it is now covering the entire source texture adjustedSourceRect.left = 0; adjustedSourceRect.right = sourceRect.right - sourceRect.left; adjustedSourceRect.top = 0; adjustedSourceRect.bottom = sourceRect.bottom - sourceRect.top; sourceSize.width = sourceRect.right - sourceRect.left; sourceSize.height = sourceRect.bottom - sourceRect.top; } ANGLE_TRY(formatConvert(context9, texture.Get(), adjustedSourceRect, sourceSize, destFormat, destOffset, dest, flipY, premultiplyAlpha, unmultiplyAlpha)); return angle::Result::Continue; } angle::Result Blit9::formatConvert(Context9 *context9, IDirect3DBaseTexture9 *source, const RECT &sourceRect, const gl::Extents &sourceSize, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest, bool flipY, bool premultiplyAlpha, bool unmultiplyAlpha) { ANGLE_TRY(initialize(context9)); IDirect3DDevice9 *device = mRenderer->getDevice(); saveState(); device->SetTexture(0, source); device->SetRenderTarget(0, dest); RECT destRect; destRect.left = destOffset.x; destRect.right = destOffset.x + (sourceRect.right - sourceRect.left); destRect.top = destOffset.y; destRect.bottom = destOffset.y + (sourceRect.bottom - sourceRect.top); setViewportAndShaderConstants(sourceRect, sourceSize, destRect, flipY); setCommonBlitState(); angle::Result result = setFormatConvertShaders(context9, destFormat, flipY, premultiplyAlpha, unmultiplyAlpha); if (result == angle::Result::Continue) { render(); } restoreState(); return result; } angle::Result Blit9::setFormatConvertShaders(Context9 *context9, GLenum destFormat, bool flipY, bool premultiplyAlpha, bool unmultiplyAlpha) { ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD)); switch (destFormat) { case GL_RGBA: case GL_BGRA_EXT: case GL_RGB: case GL_RG_EXT: case GL_RED_EXT: case GL_ALPHA: if (premultiplyAlpha == unmultiplyAlpha) { ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK)); } else if (premultiplyAlpha) { ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_PREMULTIPLY_ALPHA)); } else { ASSERT(unmultiplyAlpha); ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_UNMULTIPLY_ALPHA)); } break; case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: if (premultiplyAlpha == unmultiplyAlpha) { ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE)); } else if (premultiplyAlpha) { ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_PREMULTIPLY_ALPHA)); } else { ASSERT(unmultiplyAlpha); ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_UNMULTIPLY_ALPHA)); } break; default: UNREACHABLE(); } 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. // Allocate one array for both registers and split it into two float4's. float psConst[8] = {0}; float *multConst = &psConst[0]; float *addConst = &psConst[4]; switch (destFormat) { case GL_RGBA: case GL_BGRA_EXT: multConst[X] = 1; multConst[Y] = 1; multConst[Z] = 1; multConst[W] = 1; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 0; break; case GL_RGB: multConst[X] = 1; multConst[Y] = 1; multConst[Z] = 1; multConst[W] = 0; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 1; break; case GL_RG_EXT: multConst[X] = 1; multConst[Y] = 1; multConst[Z] = 0; multConst[W] = 0; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 1; break; case GL_RED_EXT: multConst[X] = 1; multConst[Y] = 0; multConst[Z] = 0; multConst[W] = 0; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 1; break; case GL_ALPHA: multConst[X] = 0; multConst[Y] = 0; multConst[Z] = 0; multConst[W] = 1; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 0; break; case GL_LUMINANCE: multConst[X] = 1; multConst[Y] = 0; multConst[Z] = 0; multConst[W] = 0; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 1; break; case GL_LUMINANCE_ALPHA: multConst[X] = 1; multConst[Y] = 0; multConst[Z] = 0; multConst[W] = 1; addConst[X] = 0; addConst[Y] = 0; addConst[Z] = 0; addConst[W] = 0; break; default: UNREACHABLE(); } mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2); return angle::Result::Continue; } angle::Result Blit9::copySurfaceToTexture(Context9 *context9, IDirect3DSurface9 *surface, const RECT &sourceRect, angle::ComPtr *outTexture) { ASSERT(surface); IDirect3DDevice9 *device = mRenderer->getDevice(); D3DSURFACE_DESC sourceDesc; surface->GetDesc(&sourceDesc); // Copy the render target into a texture angle::ComPtr texture; HRESULT result = device->CreateTexture( sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, nullptr); ANGLE_TRY_HR(context9, result, "Failed to allocate internal texture for blit"); angle::ComPtr textureSurface; result = texture->GetSurfaceLevel(0, &textureSurface); ANGLE_TRY_HR(context9, result, "Failed to query surface of internal blit texture"); mRenderer->endScene(); result = device->StretchRect(surface, &sourceRect, textureSurface.Get(), nullptr, D3DTEXF_NONE); ANGLE_TRY_HR(context9, result, "Failed to copy between internal blit textures"); *outTexture = texture; return angle::Result::Continue; } void Blit9::setViewportAndShaderConstants(const RECT &sourceRect, const gl::Extents &sourceSize, const RECT &destRect, bool flipY) { IDirect3DDevice9 *device = mRenderer->getDevice(); D3DVIEWPORT9 vp; vp.X = destRect.left; vp.Y = destRect.top; vp.Width = destRect.right - destRect.left; vp.Height = destRect.bottom - destRect.top; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; device->SetViewport(&vp); float vertexConstants[8] = { // halfPixelAdjust -1.0f / vp.Width, 1.0f / vp.Height, 0, 0, // texcoordOffset static_cast(sourceRect.left) / sourceSize.width, static_cast(flipY ? sourceRect.bottom : sourceRect.top) / sourceSize.height, static_cast(sourceRect.right - sourceRect.left) / sourceSize.width, static_cast(flipY ? sourceRect.top - sourceRect.bottom : sourceRect.bottom - sourceRect.top) / sourceSize.height, }; device->SetVertexShaderConstantF(0, vertexConstants, 2); } void Blit9::setCommonBlitState() { IDirect3DDevice9 *device = mRenderer->getDevice(); device->SetDepthStencilSurface(nullptr); 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); RECT scissorRect = {}; // Scissoring is disabled for flipping, but we need this to capture and // restore the old rectangle device->SetScissorRect(&scissorRect); for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { device->SetStreamSourceFreq(i, 1); } } void Blit9::render() { IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float)); hr = device->SetVertexDeclaration(mQuadVertexDeclaration); mRenderer->startScene(); hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } void Blit9::saveState() { IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT hr; device->GetDepthStencilSurface(&mSavedDepthStencil); device->GetRenderTarget(0, &mSavedRenderTarget); if (mSavedStateBlock == nullptr) { hr = device->BeginStateBlock(); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); setCommonBlitState(); static const float mockConst[8] = {0}; device->SetVertexShader(nullptr); device->SetVertexShaderConstantF(0, mockConst, 2); device->SetPixelShader(nullptr); device->SetPixelShaderConstantF(0, mockConst, 2); D3DVIEWPORT9 mockVp; mockVp.X = 0; mockVp.Y = 0; mockVp.Width = 1; mockVp.Height = 1; mockVp.MinZ = 0; mockVp.MaxZ = 1; device->SetViewport(&mockVp); device->SetTexture(0, nullptr); device->SetStreamSource(0, mQuadVertexBuffer, 0, 0); device->SetVertexDeclaration(mQuadVertexDeclaration); hr = device->EndStateBlock(&mSavedStateBlock); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); } ASSERT(mSavedStateBlock != nullptr); if (mSavedStateBlock != nullptr) { hr = mSavedStateBlock->Capture(); ASSERT(SUCCEEDED(hr)); } } void Blit9::restoreState() { IDirect3DDevice9 *device = mRenderer->getDevice(); device->SetDepthStencilSurface(mSavedDepthStencil); SafeRelease(mSavedDepthStencil); device->SetRenderTarget(0, mSavedRenderTarget); SafeRelease(mSavedRenderTarget); ASSERT(mSavedStateBlock != nullptr); if (mSavedStateBlock != nullptr) { mSavedStateBlock->Apply(); } } } // namespace rx