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https://github.com/openjdk/jdk.git
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1897 lines
61 KiB
C++
1897 lines
61 KiB
C++
/*
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* Copyright (c) 2007, 2016, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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#include "D3DPipeline.h"
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#include "jlong.h"
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#include "GraphicsPrimitiveMgr.h"
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#include "D3DContext.h"
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#include "D3DSurfaceData.h"
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#include "D3DBufImgOps.h"
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#include "D3DPaints.h"
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#include "D3DRenderQueue.h"
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#include "D3DShaders.h"
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#include "D3DTextRenderer.h"
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#include "D3DPipelineManager.h"
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#include "D3DGlyphCache.h"
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typedef struct {
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D3DBLEND src;
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D3DBLEND dst;
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} D3DBlendRule;
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/**
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* This table contains the standard blending rules (or Porter-Duff compositing
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* factors) used in SetRenderState(), indexed by the rule constants from the
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* AlphaComposite class.
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*/
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D3DBlendRule StdBlendRules[] = {
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{ D3DBLEND_ZERO, D3DBLEND_ZERO }, /* 0 - Nothing */
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{ D3DBLEND_ZERO, D3DBLEND_ZERO }, /* 1 - RULE_Clear */
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{ D3DBLEND_ONE, D3DBLEND_ZERO }, /* 2 - RULE_Src */
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{ D3DBLEND_ONE, D3DBLEND_INVSRCALPHA }, /* 3 - RULE_SrcOver */
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_ONE }, /* 4 - RULE_DstOver */
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{ D3DBLEND_DESTALPHA, D3DBLEND_ZERO }, /* 5 - RULE_SrcIn */
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{ D3DBLEND_ZERO, D3DBLEND_SRCALPHA }, /* 6 - RULE_DstIn */
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO }, /* 7 - RULE_SrcOut */
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{ D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA }, /* 8 - RULE_DstOut */
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{ D3DBLEND_ZERO, D3DBLEND_ONE }, /* 9 - RULE_Dst */
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{ D3DBLEND_DESTALPHA, D3DBLEND_INVSRCALPHA }, /*10 - RULE_SrcAtop */
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_SRCALPHA }, /*11 - RULE_DstAtop */
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVSRCALPHA }, /*12 - RULE_AlphaXor*/
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};
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void
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D3DUtils_SetOrthoMatrixOffCenterLH(D3DMATRIX *m,
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float width, float height)
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{
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ZeroMemory(m, sizeof(D3DMATRIX));
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m->_11 = 2.0f/width;
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m->_22 = -2.0f/height;
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m->_33 = 0.5f;
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m->_44 = 1.0f;
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m->_41 = -1.0f;
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m->_42 = 1.0f;
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m->_43 = 0.5f;
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}
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void
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D3DUtils_SetIdentityMatrix(D3DMATRIX *m)
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{
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m->_12 = m->_13 = m->_14 = m->_21 = m->_23 = m->_24 = 0.0f;
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m->_31 = m->_32 = m->_34 = m->_41 = m->_42 = m->_43 = 0.0f;
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m->_11 = m->_22 = m->_33 = m->_44 = 1.0f;
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}
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// the following methods are copies of the AffineTransform's class
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// corresponding methods, with these changes to the indexes:
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// 00 -> 11
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// 11 -> 22
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// 01 -> 21
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// 10 -> 12
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// 02 -> 41
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// 12 -> 42
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void
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D3DUtils_2DConcatenateM(D3DMATRIX *m, D3DMATRIX *m1)
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{
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float M0, M1;
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float T00, T10, T01, T11;
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float T02, T12;
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T00 = m1->_11; T01 = m1->_21; T02 = m1->_41;
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T10 = m1->_12; T11 = m1->_22; T12 = m1->_42;
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M0 = m->_11;
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M1 = m->_21;
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m->_11 = T00 * M0 + T10 * M1;
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m->_21 = T01 * M0 + T11 * M1;
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m->_41 += T02 * M0 + T12 * M1;
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M0 = m->_12;
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M1 = m->_22;
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m->_12 = T00 * M0 + T10 * M1;
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m->_22 = T01 * M0 + T11 * M1;
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m->_42 += T02 * M0 + T12 * M1;
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}
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#ifdef UPDATE_TX
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void
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D3DUtils_2DScaleM(D3DMATRIX *m, float sx, float sy)
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{
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m->_11 *= sx;
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m->_22 *= sy;
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}
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void
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D3DUtils_2DInvertM(D3DMATRIX *m)
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{
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float M11, M21, M41;
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float M12, M22, M42;
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float det;
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M11 = m->_11; M21 = m->_21; M41 = m->_41;
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M12 = m->_12; M22 = m->_22; M42 = m->_42;
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det = M11 * M22 - M21 * M12;
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if (fabs(det) <= 0.0000000001f) {
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memset(m, 0, sizeof(D3DMATRIX));
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return;
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}
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m->_11 = M22 / det;
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m->_12 = -M12 / det;
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m->_21 = -M21 / det;
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m->_22 = M11 / det;
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m->_41 = (M21 * M42 - M22 * M41) / det;
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m->_42 = (M12 * M41 - M11 * M42) / det;
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}
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void
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D3DUtils_2DTranslateM(D3DMATRIX *m, float tx, float ty)
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{
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m->_41 = tx * m->_11 + ty * m->_21 + m->_41;
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m->_42 = tx * m->_12 + ty * m->_22 + m->_42;
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}
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void
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D3DUtils_2DTransformXY(D3DMATRIX *m, float *px, float *py)
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{
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float x = *px;
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float y = *py;
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*px = x * m->_11 + y * m->_21 + m->_41;
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*py = x * m->_12 + y * m->_22 + m->_42;
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}
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void
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D3DUtils_2DInverseTransformXY(D3DMATRIX *m, float *px, float *py)
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{
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float x = *px, y = *py;
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x -= m->_41;
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y -= m->_42;
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float det = m->_11 * m->_22 - m->_21 * m->_12;
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if (fabs(det) < 0.0000000001f) {
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*px = 0.0f;
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*py = 0.0f;
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} else {
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*px = (x * m->_22 - y * m->_21) / det;
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*py = (y * m->_11 - x * m->_12) / det;
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}
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}
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#endif // UPDATE_TX
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static void
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D3DContext_DisposeShader(jlong programID)
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{
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IDirect3DPixelShader9 *shader =
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(IDirect3DPixelShader9 *)jlong_to_ptr(programID);
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J2dTraceLn(J2D_TRACE_INFO, "D3DContext_DisposeShader");
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SAFE_RELEASE(shader);
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}
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// static
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HRESULT
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D3DContext::CreateInstance(IDirect3D9 *pd3d9, UINT adapter, D3DContext **ppCtx)
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{
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HRESULT res;
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*ppCtx = new D3DContext(pd3d9, adapter);
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if (FAILED(res = (*ppCtx)->InitContext())) {
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delete *ppCtx;
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*ppCtx = NULL;
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}
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return res;
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}
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D3DContext::D3DContext(IDirect3D9 *pd3d, UINT adapter)
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{
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J2dTraceLn(J2D_TRACE_INFO, "D3DContext::D3DContext");
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J2dTraceLn1(J2D_TRACE_VERBOSE, " pd3d=0x%x", pd3d);
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pd3dObject = pd3d;
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pd3dDevice = NULL;
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adapterOrdinal = adapter;
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pResourceMgr = NULL;
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pMaskCache = NULL;
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pVCacher = NULL;
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pSyncQuery = NULL;
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pSyncRTRes = NULL;
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pStateBlock = NULL;
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D3DC_INIT_SHADER_LIST(convolvePrograms, MAX_CONVOLVE);
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D3DC_INIT_SHADER_LIST(rescalePrograms, MAX_RESCALE);
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D3DC_INIT_SHADER_LIST(lookupPrograms, MAX_LOOKUP);
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D3DC_INIT_SHADER_LIST(basicGradPrograms, 4);
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D3DC_INIT_SHADER_LIST(linearGradPrograms, 8);
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D3DC_INIT_SHADER_LIST(radialGradPrograms, 8);
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pLCDGlyphCache= NULL;
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pGrayscaleGlyphCache= NULL;
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lcdTextProgram = NULL;
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aaPgramProgram = NULL;
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contextCaps = CAPS_EMPTY;
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bBeginScenePending = FALSE;
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ZeroMemory(&devCaps, sizeof(D3DCAPS9));
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ZeroMemory(&curParams, sizeof(curParams));
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extraAlpha = 1.0f;
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}
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void D3DContext::ReleaseDefPoolResources()
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{
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J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ReleaseDefPoolResources");
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EndScene();
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contextCaps = CAPS_EMPTY;
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SAFE_RELEASE(pSyncQuery);
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SAFE_RELEASE(pStateBlock);
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if (pVCacher != NULL) {
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pVCacher->ReleaseDefPoolResources();
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}
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if (pMaskCache != NULL) {
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pMaskCache->ReleaseDefPoolResources();
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}
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if (pLCDGlyphCache != NULL) {
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pLCDGlyphCache->ReleaseDefPoolResources();
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}
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if (pGrayscaleGlyphCache != NULL) {
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pGrayscaleGlyphCache->ReleaseDefPoolResources();
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}
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if (pResourceMgr != NULL) {
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if (pSyncRTRes != NULL) {
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pResourceMgr->ReleaseResource(pSyncRTRes);
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pSyncRTRes = NULL;
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}
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pResourceMgr->ReleaseDefPoolResources();
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}
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ZeroMemory(lastTexture, sizeof(lastTexture));
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ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
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}
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void D3DContext::ReleaseContextResources()
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{
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J2dTraceLn1(J2D_TRACE_INFO,
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"D3DContext::ReleaseContextResources: pd3dDevice = 0x%x",
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pd3dDevice);
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ReleaseDefPoolResources();
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// dispose shader lists
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ShaderList_Dispose(&convolvePrograms);
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ShaderList_Dispose(&rescalePrograms);
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ShaderList_Dispose(&lookupPrograms);
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ShaderList_Dispose(&basicGradPrograms);
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ShaderList_Dispose(&linearGradPrograms);
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ShaderList_Dispose(&radialGradPrograms);
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SAFE_DELETE(pLCDGlyphCache);
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SAFE_DELETE(pGrayscaleGlyphCache);
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SAFE_RELEASE(lcdTextProgram);
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SAFE_RELEASE(aaPgramProgram);
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SAFE_DELETE(pVCacher);
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SAFE_DELETE(pMaskCache);
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SAFE_DELETE(pResourceMgr);
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}
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D3DContext::~D3DContext() {
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J2dTraceLn2(J2D_TRACE_INFO,
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"~D3DContext: pd3dDevice=0x%x, pd3dObject =0x%x",
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pd3dDevice, pd3dObject);
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ReleaseContextResources();
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SAFE_RELEASE(pd3dDevice);
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}
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HRESULT
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D3DContext::InitDevice(IDirect3DDevice9 *pd3dDevice)
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{
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HRESULT res = S_OK;
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pd3dDevice->GetDeviceCaps(&devCaps);
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J2dRlsTraceLn1(J2D_TRACE_INFO,
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"D3DContext::InitDevice: device %d", adapterOrdinal);
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// disable some of the unneeded and costly d3d functionality
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pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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pd3dDevice->SetRenderState(D3DRS_CLIPPING, FALSE);
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pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
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pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, D3DZB_FALSE);
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pd3dDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE);
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pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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// set the default texture addressing mode
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pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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// REMIND: check supported filters with
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// IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_FILTER
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pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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// these states never change
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pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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// init the array of latest textures
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ZeroMemory(lastTexture, sizeof(lastTexture));
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ZeroMemory(lastTextureColorState, sizeof(lastTextureColorState));
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opState = STATE_CHANGE;
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if (pResourceMgr == NULL) {
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res = D3DResourceManager::CreateInstance(this, &pResourceMgr);
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} else {
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res = pResourceMgr->Init(this);
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}
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RETURN_STATUS_IF_FAILED(res);
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if (pVCacher == NULL) {
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res = D3DVertexCacher::CreateInstance(this, &pVCacher);
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} else {
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res = pVCacher->Init(this);
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}
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RETURN_STATUS_IF_FAILED(res);
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if (pMaskCache == NULL) {
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res = D3DMaskCache::CreateInstance(this, &pMaskCache);
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} else{
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res = pMaskCache->Init(this);
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}
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RETURN_STATUS_IF_FAILED(res);
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if (pLCDGlyphCache != NULL) {
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if (FAILED(res = pLCDGlyphCache->Init(this))) {
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// we can live without the cache
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SAFE_DELETE(pLCDGlyphCache);
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res = S_OK;
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}
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}
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if (pGrayscaleGlyphCache != NULL) {
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if (FAILED(res = pGrayscaleGlyphCache->Init(this))) {
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// we can live without the cache
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SAFE_DELETE(pGrayscaleGlyphCache);
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res = S_OK;
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}
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}
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D3DMATRIX tx;
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D3DUtils_SetIdentityMatrix(&tx);
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pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
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bIsIdentityTx = TRUE;
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if (pSyncQuery == NULL) {
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// this is allowed to fail, do not propagate the error
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if (FAILED(pd3dDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pSyncQuery))) {
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J2dRlsTraceLn(J2D_TRACE_WARNING,
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"D3DContext::InitDevice: sync query not available");
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pSyncQuery = NULL;
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}
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}
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if (pSyncRTRes == NULL) {
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D3DFORMAT format;
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if (FAILED(GetResourceManager()->
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CreateRTSurface(32, 32, TRUE, TRUE, &format, &pSyncRTRes))) {
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J2dRlsTraceLn(J2D_TRACE_WARNING,
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"D3DContext::InitDevice: "
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"error creating sync surface");
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}
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}
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bBeginScenePending = FALSE;
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J2dRlsTraceLn1(J2D_TRACE_INFO,
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"D3DContext::InitDefice: successfully initialized device %d",
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adapterOrdinal);
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return res;
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}
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HRESULT
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D3DContext::CheckAndResetDevice()
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{
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HRESULT res = E_FAIL;
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J2dTraceLn(J2D_TRACE_INFO, "D3DContext::CheckAndResetDevice");
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if (pd3dDevice != NULL) {
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if (FAILED(res = pd3dDevice->TestCooperativeLevel())) {
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if (res == D3DERR_DEVICELOST) {
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J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d is still lost",
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adapterOrdinal);
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// nothing to be done here, wait for D3DERR_DEVICENOTRESET
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return res;
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} else if (res == D3DERR_DEVICENOTRESET) {
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J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d needs to be reset",
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adapterOrdinal);
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res = ResetContext();
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} else {
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// some unexpected error
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DebugPrintD3DError(res, "D3DContext::CheckAndResetDevice: "\
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"unknown error %x from TestCooperativeLevel");
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}
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} else {
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J2dTraceLn1(J2D_TRACE_VERBOSE, " device %d is not lost",
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adapterOrdinal);
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}
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} else {
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J2dTraceLn(J2D_TRACE_VERBOSE, " null device");
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}
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return res;
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}
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HRESULT
|
|
D3DContext::ResetContext()
|
|
{
|
|
HRESULT res = E_FAIL;
|
|
|
|
J2dRlsTraceLn(J2D_TRACE_INFO, "D3DContext::ResetContext");
|
|
if (pd3dDevice != NULL) {
|
|
D3DPRESENT_PARAMETERS newParams;
|
|
|
|
newParams = curParams;
|
|
|
|
if (newParams.Windowed) {
|
|
// reset to the current display mode if we're windowed,
|
|
// otherwise to the display mode we were in when the device
|
|
// was lost
|
|
newParams.BackBufferFormat = D3DFMT_UNKNOWN;
|
|
newParams.FullScreen_RefreshRateInHz = 0;
|
|
newParams.BackBufferWidth = 0;
|
|
newParams.BackBufferHeight = 0;
|
|
}
|
|
res = ConfigureContext(&newParams);
|
|
}
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::ConfigureContext(D3DPRESENT_PARAMETERS *pNewParams)
|
|
{
|
|
J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::ConfigureContext device %d",
|
|
adapterOrdinal);
|
|
HRESULT res = S_OK;
|
|
D3DFORMAT stencilFormat;
|
|
HWND focusHWND = D3DPipelineManager::GetInstance()->GetCurrentFocusWindow();
|
|
D3DDEVTYPE devType = D3DPipelineManager::GetInstance()->GetDeviceType();
|
|
// this is needed so that we can find the stencil buffer format
|
|
if (pNewParams->BackBufferFormat == D3DFMT_UNKNOWN) {
|
|
D3DDISPLAYMODE dm;
|
|
|
|
pd3dObject->GetAdapterDisplayMode(adapterOrdinal, &dm);
|
|
pNewParams->BackBufferFormat = dm.Format;
|
|
}
|
|
|
|
stencilFormat =
|
|
D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
|
|
adapterOrdinal,
|
|
pNewParams->BackBufferFormat, pNewParams->BackBufferFormat);
|
|
|
|
pNewParams->EnableAutoDepthStencil = TRUE;
|
|
pNewParams->AutoDepthStencilFormat = stencilFormat;
|
|
|
|
// do not set device window in the windowed mode, we use additional
|
|
// swap chains for rendering, the default chain is not used. otherwise
|
|
// our scratch focus window will be made visible
|
|
J2dTraceLn1(J2D_TRACE_VERBOSE, " windowed=%d",pNewParams->Windowed);
|
|
if (pNewParams->Windowed) {
|
|
pNewParams->hDeviceWindow = (HWND)0;
|
|
}
|
|
|
|
// The focus window may change when we're entering/exiting the full-screen
|
|
// mode. It may either be set to the default focus window (when there are
|
|
// no more devices in fs mode), or to fs window for another device
|
|
// in fs mode. See D3DPipelineManager::GetCurrentFocusWindow.
|
|
if (pd3dDevice != NULL) {
|
|
D3DDEVICE_CREATION_PARAMETERS cParams;
|
|
pd3dDevice->GetCreationParameters(&cParams);
|
|
if (cParams.hFocusWindow != focusHWND) {
|
|
J2dTraceLn(J2D_TRACE_VERBOSE,
|
|
" focus window changed, need to recreate the device");
|
|
|
|
// if fs -> windowed, first exit fs, then recreate, otherwise
|
|
// the screen might be left in a different display mode
|
|
if (pNewParams->Windowed && !curParams.Windowed) {
|
|
J2dTraceLn(J2D_TRACE_VERBOSE,
|
|
" exiting full-screen mode, reset the device");
|
|
curParams.Windowed = FALSE;
|
|
ReleaseDefPoolResources();
|
|
res = pd3dDevice->Reset(&curParams);
|
|
|
|
if (FAILED(res)) {
|
|
DebugPrintD3DError(res, "D3DContext::ConfigureContext: "\
|
|
"cound not reset the device");
|
|
}
|
|
}
|
|
|
|
// note that here we should release all device resources, not only
|
|
// thos in the default pool since the device is released
|
|
ReleaseContextResources();
|
|
SAFE_RELEASE(pd3dDevice);
|
|
}
|
|
}
|
|
|
|
if (pd3dDevice != NULL) {
|
|
J2dTraceLn(J2D_TRACE_VERBOSE, " resetting the device");
|
|
|
|
ReleaseDefPoolResources();
|
|
|
|
if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
|
|
!IsImmediateIntervalSupported())
|
|
{
|
|
pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
}
|
|
|
|
res = pd3dDevice->Reset(pNewParams);
|
|
if (FAILED(res)) {
|
|
DebugPrintD3DError(res,
|
|
"D3DContext::ConfigureContext: cound not reset the device");
|
|
return res;
|
|
}
|
|
J2dRlsTraceLn1(J2D_TRACE_INFO,
|
|
"D3DContext::ConfigureContext: successfully reset device: %d",
|
|
adapterOrdinal);
|
|
} else {
|
|
D3DCAPS9 d3dCaps;
|
|
DWORD dwBehaviorFlags;
|
|
|
|
J2dTraceLn(J2D_TRACE_VERBOSE, " creating a new device");
|
|
|
|
if (FAILED(res = pd3dObject->GetDeviceCaps(adapterOrdinal,
|
|
devType, &d3dCaps)))
|
|
{
|
|
DebugPrintD3DError(res,
|
|
"D3DContext::ConfigureContext: failed to get caps");
|
|
return res;
|
|
}
|
|
|
|
if (pNewParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE &&
|
|
!(d3dCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE))
|
|
{
|
|
pNewParams->PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
}
|
|
|
|
// not preserving fpu control word could cause issues (4860749)
|
|
dwBehaviorFlags = D3DCREATE_FPU_PRESERVE;
|
|
|
|
J2dRlsTrace(J2D_TRACE_VERBOSE,
|
|
"[V] dwBehaviorFlags=D3DCREATE_FPU_PRESERVE|");
|
|
if (d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
|
|
J2dRlsTrace(J2D_TRACE_VERBOSE,
|
|
"D3DCREATE_HARDWARE_VERTEXPROCESSING");
|
|
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
|
} else {
|
|
J2dRlsTrace(J2D_TRACE_VERBOSE,
|
|
"D3DCREATE_SOFTWARE_VERTEXPROCESSING");
|
|
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
|
}
|
|
// Handling focus changes by ourselves proved to be problematic,
|
|
// so we're reverting back to D3D handling
|
|
// dwBehaviorFlags |= D3DCREATE_NOWINDOWCHANGES;
|
|
J2dRlsTrace(J2D_TRACE_VERBOSE,"\n");
|
|
|
|
if (FAILED(res = pd3dObject->CreateDevice(adapterOrdinal, devType,
|
|
focusHWND,
|
|
dwBehaviorFlags,
|
|
pNewParams, &pd3dDevice)))
|
|
{
|
|
DebugPrintD3DError(res,
|
|
"D3DContext::ConfigureContext: error creating d3d device");
|
|
return res;
|
|
}
|
|
J2dRlsTraceLn1(J2D_TRACE_INFO,
|
|
"D3DContext::ConfigureContext: successfully created device: %d",
|
|
adapterOrdinal);
|
|
bIsHWRasterizer = (devType == D3DDEVTYPE_HAL);
|
|
}
|
|
|
|
curParams = *pNewParams;
|
|
// during the creation of the device d3d modifies this field, we reset
|
|
// it back to 0
|
|
curParams.Flags = 0;
|
|
|
|
if (FAILED(res = InitDevice(pd3dDevice))) {
|
|
ReleaseContextResources();
|
|
return res;
|
|
}
|
|
|
|
res = InitContextCaps();
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::InitContext()
|
|
{
|
|
J2dRlsTraceLn1(J2D_TRACE_INFO, "D3DContext::InitContext device %d",
|
|
adapterOrdinal);
|
|
|
|
D3DPRESENT_PARAMETERS params;
|
|
ZeroMemory(¶ms, sizeof(D3DPRESENT_PARAMETERS));
|
|
|
|
params.hDeviceWindow = 0;
|
|
params.Windowed = TRUE;
|
|
params.BackBufferCount = 1;
|
|
params.BackBufferFormat = D3DFMT_UNKNOWN;
|
|
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
|
|
return ConfigureContext(¶ms);
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::Sync()
|
|
{
|
|
HRESULT res = S_OK;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::Sync");
|
|
|
|
if (pSyncQuery != NULL) {
|
|
J2dTrace(J2D_TRACE_VERBOSE, " flushing the device queue..");
|
|
while (S_FALSE ==
|
|
(res = pSyncQuery->GetData(NULL, 0, D3DGETDATA_FLUSH))) ;
|
|
J2dTrace(J2D_TRACE_VERBOSE, ".. done\n");
|
|
}
|
|
if (pSyncRTRes != NULL) {
|
|
D3DLOCKED_RECT lr;
|
|
IDirect3DSurface9 *pSurface = pSyncRTRes->GetSurface();
|
|
if (SUCCEEDED(pSurface->LockRect(&lr, NULL, D3DLOCK_NOSYSLOCK))) {
|
|
pSurface->UnlockRect();
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::SaveState()
|
|
{
|
|
HRESULT res;
|
|
|
|
RETURN_STATUS_IF_NULL(pd3dDevice, S_OK);
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SaveState");
|
|
|
|
FlushVertexQueue();
|
|
UpdateState(STATE_CHANGE);
|
|
|
|
if (pStateBlock != NULL) {
|
|
J2dTraceLn(J2D_TRACE_WARNING,
|
|
"D3DContext::SaveState: existing state block!");
|
|
SAFE_RELEASE(pStateBlock);
|
|
}
|
|
|
|
if (SUCCEEDED(res =
|
|
pd3dDevice->CreateStateBlock(D3DSBT_ALL, &pStateBlock)))
|
|
{
|
|
J2dTraceLn(J2D_TRACE_VERBOSE, " created state block");
|
|
} else {
|
|
J2dTraceLn(J2D_TRACE_WARNING,
|
|
"D3DContext::SaveState: failed to create state block");
|
|
}
|
|
ZeroMemory(lastTexture, sizeof(lastTexture));
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::RestoreState()
|
|
{
|
|
HRESULT res = S_OK;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::RestoreState");
|
|
|
|
FlushVertexQueue();
|
|
UpdateState(STATE_CHANGE);
|
|
|
|
if (pStateBlock != NULL) {
|
|
if (SUCCEEDED(res = pStateBlock->Apply())) {
|
|
J2dTraceLn(J2D_TRACE_VERBOSE, " restored device state");
|
|
} else {
|
|
J2dTraceLn(J2D_TRACE_WARNING,
|
|
"D3DContext::RestoreState: failed to restore state");
|
|
}
|
|
SAFE_RELEASE(pStateBlock);
|
|
} else {
|
|
J2dTraceLn(J2D_TRACE_WARNING,
|
|
"D3DContext::RestoreState: empty state block!");
|
|
}
|
|
ZeroMemory(lastTexture, sizeof(lastTexture));
|
|
|
|
return res;
|
|
}
|
|
|
|
#define POINT_FILTER_CAP (D3DPTFILTERCAPS_MAGFPOINT|D3DPTFILTERCAPS_MINFPOINT)
|
|
#define LINEAR_FILTER_CAP (D3DPTFILTERCAPS_MAGFLINEAR|D3DPTFILTERCAPS_MINFLINEAR)
|
|
|
|
BOOL
|
|
D3DContext::IsStretchRectFilteringSupported(D3DTEXTUREFILTERTYPE fType)
|
|
{
|
|
if (fType == D3DTEXF_POINT) {
|
|
return ((devCaps.StretchRectFilterCaps & POINT_FILTER_CAP) != 0);
|
|
}
|
|
if (fType == D3DTEXF_LINEAR) {
|
|
return ((devCaps.StretchRectFilterCaps & LINEAR_FILTER_CAP) != 0);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL
|
|
D3DContext::IsTextureFilteringSupported(D3DTEXTUREFILTERTYPE fType)
|
|
{
|
|
if (fType == D3DTEXF_POINT) {
|
|
return ((devCaps.TextureFilterCaps & POINT_FILTER_CAP) != 0);
|
|
}
|
|
if (fType == D3DTEXF_LINEAR) {
|
|
return ((devCaps.TextureFilterCaps & LINEAR_FILTER_CAP) != 0);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL
|
|
D3DContext::IsTextureFormatSupported(D3DFORMAT format, DWORD usage)
|
|
{
|
|
HRESULT hr = pd3dObject->CheckDeviceFormat(adapterOrdinal,
|
|
devCaps.DeviceType,
|
|
curParams.BackBufferFormat,
|
|
usage,
|
|
D3DRTYPE_TEXTURE,
|
|
format);
|
|
return SUCCEEDED( hr );
|
|
}
|
|
|
|
BOOL
|
|
D3DContext::IsDepthStencilBufferOk(D3DSURFACE_DESC *pTargetDesc)
|
|
{
|
|
IDirect3DSurface9 *pStencil;
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::IsDepthStencilBufferOk");
|
|
|
|
if (SUCCEEDED(pd3dDevice->GetDepthStencilSurface(&pStencil))) {
|
|
D3DSURFACE_DESC descStencil;
|
|
pStencil->GetDesc(&descStencil);
|
|
pStencil->Release();
|
|
|
|
D3DDISPLAYMODE dm;
|
|
return
|
|
(SUCCEEDED(pd3dDevice->GetDisplayMode(0, &dm)) &&
|
|
pTargetDesc->Width <= descStencil.Width &&
|
|
pTargetDesc->Height <= descStencil.Height &&
|
|
SUCCEEDED(pd3dObject->CheckDepthStencilMatch(
|
|
adapterOrdinal,
|
|
devCaps.DeviceType,
|
|
dm.Format, pTargetDesc->Format,
|
|
descStencil.Format)));
|
|
}
|
|
J2dTraceLn(J2D_TRACE_VERBOSE,
|
|
" current stencil buffer is not compatible with new Render Target");
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
HRESULT
|
|
D3DContext::InitDepthStencilBuffer(D3DSURFACE_DESC *pTargetDesc)
|
|
{
|
|
HRESULT res;
|
|
IDirect3DSurface9 *pBB;
|
|
D3DDISPLAYMODE dm;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitDepthStencilBuffer");
|
|
|
|
if (FAILED(res = pd3dDevice->GetDisplayMode(0, &dm))) {
|
|
return res;
|
|
}
|
|
|
|
D3DFORMAT newFormat =
|
|
D3DPipelineManager::GetInstance()->GetMatchingDepthStencilFormat(
|
|
adapterOrdinal, dm.Format, pTargetDesc->Format);
|
|
|
|
res = pd3dDevice->CreateDepthStencilSurface(
|
|
pTargetDesc->Width, pTargetDesc->Height,
|
|
newFormat, D3DMULTISAMPLE_NONE, 0, false, &pBB, 0);
|
|
if (SUCCEEDED(res)) {
|
|
res = pd3dDevice->SetDepthStencilSurface(pBB);
|
|
pBB->Release();
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
HRESULT
|
|
D3DContext::SetRenderTarget(IDirect3DSurface9 *pSurface)
|
|
{
|
|
static D3DMATRIX tx;
|
|
HRESULT res;
|
|
D3DSURFACE_DESC descNew;
|
|
IDirect3DSurface9 *pCurrentTarget;
|
|
|
|
J2dTraceLn1(J2D_TRACE_INFO,
|
|
"D3DContext::SetRenderTarget: pSurface=0x%x",
|
|
pSurface);
|
|
|
|
RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
|
|
RETURN_STATUS_IF_NULL(pSurface, E_FAIL);
|
|
|
|
pSurface->GetDesc(&descNew);
|
|
|
|
if (SUCCEEDED(res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget))) {
|
|
if (pCurrentTarget != pSurface) {
|
|
FlushVertexQueue();
|
|
if (FAILED(res = pd3dDevice->SetRenderTarget(0, pSurface))) {
|
|
DebugPrintD3DError(res, "D3DContext::SetRenderTarget: "\
|
|
"error setting render target");
|
|
SAFE_RELEASE(pCurrentTarget);
|
|
return res;
|
|
}
|
|
|
|
if (!IsDepthStencilBufferOk(&descNew)) {
|
|
if (FAILED(res = InitDepthStencilBuffer(&descNew))) {
|
|
SAFE_RELEASE(pCurrentTarget);
|
|
return res;
|
|
}
|
|
}
|
|
}
|
|
SAFE_RELEASE(pCurrentTarget);
|
|
}
|
|
// we set the transform even if the render target didn't change;
|
|
// this is because in some cases (fs mode) we use the default SwapChain of
|
|
// the device, and its render target will be the same as the device's, and
|
|
// we have to set the matrix correctly. This shouldn't be a performance
|
|
// issue as render target changes are relatively rare
|
|
D3DUtils_SetOrthoMatrixOffCenterLH(&tx,
|
|
(float)descNew.Width,
|
|
(float)descNew.Height);
|
|
pd3dDevice->SetTransform(D3DTS_PROJECTION, &tx);
|
|
|
|
J2dTraceLn1(J2D_TRACE_VERBOSE, " current render target=0x%x", pSurface);
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::ResetTransform()
|
|
{
|
|
HRESULT res = S_OK;
|
|
D3DMATRIX tx;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetTransform");
|
|
if (pd3dDevice == NULL) {
|
|
return E_FAIL;
|
|
}
|
|
|
|
// no need for state change, just flush the queue
|
|
FlushVertexQueue();
|
|
|
|
D3DUtils_SetIdentityMatrix(&tx);
|
|
if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
|
|
DebugPrintD3DError(res, "D3DContext::SetTransform failed");
|
|
}
|
|
bIsIdentityTx = TRUE;
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::SetTransform(jdouble m00, jdouble m10,
|
|
jdouble m01, jdouble m11,
|
|
jdouble m02, jdouble m12)
|
|
{
|
|
HRESULT res = S_OK;
|
|
D3DMATRIX tx, tx1;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTransform");
|
|
if (pd3dDevice == NULL) {
|
|
return E_FAIL;
|
|
}
|
|
|
|
// no need for state change, just flush the queue
|
|
FlushVertexQueue();
|
|
|
|
// In order to correctly map texels to pixels we need to
|
|
// adjust geometry by -0.5f in the transformed space.
|
|
// In order to do that we first create a translated matrix
|
|
// and then concatenate it with the world transform.
|
|
//
|
|
// Note that we only use non-id transform with DrawTexture,
|
|
// the rest is rendered pre-transformed.
|
|
//
|
|
// The identity transform for textures is handled in
|
|
// D3DVertexCacher::DrawTexture() because shifting by -0.5 for id
|
|
// transform breaks lines rendering.
|
|
|
|
ZeroMemory(&tx1, sizeof(D3DMATRIX));
|
|
|
|
tx1._11 = (float)m00;
|
|
tx1._12 = (float)m10;
|
|
tx1._21 = (float)m01;
|
|
tx1._22 = (float)m11;
|
|
tx1._41 = (float)m02;
|
|
tx1._42 = (float)m12;
|
|
|
|
tx1._33 = 1.0f;
|
|
tx1._44 = 1.0f;
|
|
|
|
D3DUtils_SetIdentityMatrix(&tx);
|
|
tx._41 = -0.5f;
|
|
tx._42 = -0.5f;
|
|
D3DUtils_2DConcatenateM(&tx, &tx1);
|
|
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
|
|
if (FAILED(res = pd3dDevice->SetTransform(D3DTS_WORLD, &tx))) {
|
|
DebugPrintD3DError(res, "D3DContext::SetTransform failed");
|
|
}
|
|
bIsIdentityTx = FALSE;
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::SetRectClip(int x1, int y1, int x2, int y2)
|
|
{
|
|
HRESULT res = S_OK;
|
|
D3DSURFACE_DESC desc;
|
|
IDirect3DSurface9 *pCurrentTarget;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetRectClip");
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
|
|
x1, y1, x2, y2);
|
|
|
|
RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
|
|
|
|
// no need for state change, just flush the queue
|
|
FlushVertexQueue();
|
|
|
|
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
|
|
res = pd3dDevice->GetRenderTarget(0, &pCurrentTarget);
|
|
RETURN_STATUS_IF_FAILED(res);
|
|
|
|
pCurrentTarget->GetDesc(&desc);
|
|
SAFE_RELEASE(pCurrentTarget);
|
|
|
|
if (x1 <= 0 && y1 <= 0 &&
|
|
(UINT)x2 >= desc.Width && (UINT)y2 >= desc.Height)
|
|
{
|
|
J2dTraceLn(J2D_TRACE_VERBOSE,
|
|
" disabling clip (== render target dimensions)");
|
|
return pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
|
}
|
|
|
|
// clip to the dimensions of the target surface, otherwise
|
|
// SetScissorRect will fail
|
|
if (x1 < 0) x1 = 0;
|
|
if (y1 < 0) y1 = 0;
|
|
if ((UINT)x2 > desc.Width) x2 = desc.Width;
|
|
if ((UINT)y2 > desc.Height) y2 = desc.Height;
|
|
if (x1 > x2) x2 = x1 = 0;
|
|
if (y1 > y2) y2 = y1 = 0;
|
|
RECT newRect = { x1, y1, x2, y2 };
|
|
if (SUCCEEDED(res = pd3dDevice->SetScissorRect(&newRect))) {
|
|
res = pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
|
} else {
|
|
DebugPrintD3DError(res, "Error setting scissor rect");
|
|
J2dRlsTraceLn4(J2D_TRACE_ERROR,
|
|
" x1=%-4d y1=%-4d x2=%-4d y2=%-4d",
|
|
x1, y1, x2, y2);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::ResetClip()
|
|
{
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetClip");
|
|
// no need for state change, just flush the queue
|
|
FlushVertexQueue();
|
|
pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
|
return pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
|
}
|
|
|
|
ClipType
|
|
D3DContext::GetClipType()
|
|
{
|
|
// REMIND: this method could be optimized: we could keep the
|
|
// clip state around when re/setting the clip instead of asking
|
|
// every time.
|
|
DWORD zEnabled = 0;
|
|
DWORD stEnabled = 0;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::GetClipType");
|
|
pd3dDevice->GetRenderState(D3DRS_SCISSORTESTENABLE, &stEnabled);
|
|
if (stEnabled) {
|
|
return CLIP_RECT;
|
|
}
|
|
pd3dDevice->GetRenderState(D3DRS_ZENABLE, &zEnabled);
|
|
if (zEnabled) {
|
|
return CLIP_SHAPE;
|
|
}
|
|
return CLIP_NONE;
|
|
}
|
|
|
|
|
|
/**
|
|
* This method assumes that ::SetRenderTarget has already
|
|
* been called. SetRenderTarget creates and attaches a
|
|
* depth buffer to the target surface prior to setting it
|
|
* as target surface to the device.
|
|
*/
|
|
DWORD dwAlphaSt, dwSrcBlendSt, dwDestBlendSt;
|
|
D3DMATRIX tx, idTx;
|
|
|
|
HRESULT
|
|
D3DContext::BeginShapeClip()
|
|
{
|
|
HRESULT res = S_OK;
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginShapeClip");
|
|
|
|
UpdateState(STATE_CHANGE);
|
|
|
|
pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
|
|
|
// save alpha blending state
|
|
pd3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &dwAlphaSt);
|
|
pd3dDevice->GetRenderState(D3DRS_SRCBLEND, &dwSrcBlendSt);
|
|
pd3dDevice->GetRenderState(D3DRS_DESTBLEND, &dwDestBlendSt);
|
|
|
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
|
|
pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
|
|
|
|
pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
|
|
D3DUtils_SetIdentityMatrix(&idTx);
|
|
// translate the clip spans by 1.0f in z direction so that the
|
|
// clip spans are rendered to the z buffer
|
|
idTx._43 = 1.0f;
|
|
pd3dDevice->SetTransform(D3DTS_WORLD, &idTx);
|
|
|
|
// The depth buffer is first cleared with zeroes, which is the farthest
|
|
// plane from the viewer (our projection matrix is an inversed orthogonal
|
|
// transform).
|
|
// To set the clip we'll render the clip spans with Z coordinates of 1.0f
|
|
// (the closest to the viewer). Since all rendering primitives
|
|
// have their vertices' Z coordinate set to 0.0, they will effectively be
|
|
// clipped because the Z depth test for them will fail (vertex with 1.0
|
|
// depth is closer than the one with 0.0f)
|
|
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
|
|
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0L, 0.0f, 0x0L);
|
|
|
|
//res = BeginScene(STATE_SHAPE_CLIPOP);
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::EndShapeClip()
|
|
{
|
|
HRESULT res;
|
|
|
|
// no need for state change, just flush the queue
|
|
res = FlushVertexQueue();
|
|
|
|
// restore alpha blending state
|
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, dwAlphaSt);
|
|
pd3dDevice->SetRenderState(D3DRS_SRCBLEND, dwSrcBlendSt);
|
|
pd3dDevice->SetRenderState(D3DRS_DESTBLEND, dwDestBlendSt);
|
|
|
|
// resore the transform
|
|
pd3dDevice->SetTransform(D3DTS_WORLD, &tx);
|
|
|
|
// Enable the depth buffer.
|
|
// We disable further updates to the depth buffer: it should only
|
|
// be updated in SetClip method.
|
|
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
|
pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::UploadTileToTexture(D3DResource *pTextureRes, void *pixels,
|
|
jint dstx, jint dsty,
|
|
jint srcx, jint srcy,
|
|
jint srcWidth, jint srcHeight,
|
|
jint srcStride,
|
|
TileFormat srcFormat,
|
|
jint *pPixelsTouchedL,
|
|
jint* pPixelsTouchedR)
|
|
{
|
|
#ifndef PtrAddBytes
|
|
#define PtrAddBytes(p, b) ((void *) (((intptr_t) (p)) + (b)))
|
|
#define PtrCoord(p, x, xinc, y, yinc) PtrAddBytes(p, (y)*(yinc) + (x)*(xinc))
|
|
#endif // PtrAddBytes
|
|
|
|
HRESULT res = S_OK;
|
|
IDirect3DTexture9 *pTexture = pTextureRes->GetTexture();
|
|
D3DSURFACE_DESC *pDesc = pTextureRes->GetDesc();
|
|
RECT r = { dstx, dsty, dstx+srcWidth, dsty+srcHeight };
|
|
RECT *pR = &r;
|
|
D3DLOCKED_RECT lockedRect;
|
|
DWORD dwLockFlags = D3DLOCK_NOSYSLOCK;
|
|
// these are only counted for LCD glyph uploads
|
|
jint pixelsTouchedL = 0, pixelsTouchedR = 0;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UploadTileToTexture");
|
|
J2dTraceLn4(J2D_TRACE_VERBOSE,
|
|
" rect={%-4d, %-4d, %-4d, %-4d}",
|
|
r.left, r.top, r.right, r.bottom);
|
|
|
|
if (pDesc->Usage == D3DUSAGE_DYNAMIC) {
|
|
// it is safe to lock with discard because we don't care about the
|
|
// contents of dynamic textures and dstx,dsty for this case is
|
|
// always 0,0 because we are uploading into a tile texture
|
|
dwLockFlags |= D3DLOCK_DISCARD;
|
|
pR = NULL;
|
|
}
|
|
|
|
if (FAILED(res = pTexture->LockRect(0, &lockedRect, pR, dwLockFlags))) {
|
|
DebugPrintD3DError(res,
|
|
"D3DContext::UploadImageToTexture: could "\
|
|
"not lock texture");
|
|
return res;
|
|
}
|
|
|
|
if (srcFormat == TILEFMT_1BYTE_ALPHA) {
|
|
// either a MaskFill tile, or a grayscale glyph
|
|
if (pDesc->Format == D3DFMT_A8) {
|
|
void *pSrcPixels = PtrCoord(pixels, srcx, 1, srcy, srcStride);
|
|
void *pDstPixels = lockedRect.pBits;
|
|
do {
|
|
memcpy(pDstPixels, pSrcPixels, srcWidth);
|
|
pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
} while (--srcHeight > 0);
|
|
}
|
|
else if (pDesc->Format == D3DFMT_A8R8G8B8) {
|
|
jubyte *pSrcPixels = (jubyte*)
|
|
PtrCoord(pixels, srcx, 1, srcy, srcStride);
|
|
jint *pDstPixels = (jint*)lockedRect.pBits;
|
|
for (int yy = 0; yy < srcHeight; yy++) {
|
|
for (int xx = 0; xx < srcWidth; xx++) {
|
|
// only need to set the alpha channel (the D3D texture
|
|
// state will be setup in this case to replicate the
|
|
// alpha channel as needed)
|
|
pDstPixels[xx] = pSrcPixels[xx] << 24;
|
|
}
|
|
pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
}
|
|
}
|
|
} else if (srcFormat == TILEFMT_3BYTE_RGB) {
|
|
// LCD glyph with RGB order
|
|
if (pDesc->Format == D3DFMT_R8G8B8) {
|
|
jubyte *pSrcPixels = (jubyte*)
|
|
PtrCoord(pixels, srcx, 3, srcy, srcStride);
|
|
jubyte *pDstPixels = (jubyte*)lockedRect.pBits;
|
|
for (int yy = 0; yy < srcHeight; yy++) {
|
|
for (int xx = 0; xx < srcWidth*3; xx+=3) {
|
|
// alpha channel is ignored in this case
|
|
// (note that this is backwards from what one might
|
|
// expect; it appears that D3DFMT_R8G8B8 is actually
|
|
// laid out in BGR order in memory)
|
|
pDstPixels[xx+0] = pSrcPixels[xx+2];
|
|
pDstPixels[xx+1] = pSrcPixels[xx+1];
|
|
pDstPixels[xx+2] = pSrcPixels[xx+0];
|
|
}
|
|
pixelsTouchedL +=
|
|
(pDstPixels[0+0]|pDstPixels[0+1]|pDstPixels[0+2]) ? 1 : 0;
|
|
jint i = 3*(srcWidth-1);
|
|
pixelsTouchedR +=
|
|
(pDstPixels[i+0]|pDstPixels[i+1]|pDstPixels[i+2]) ? 1 : 0;
|
|
|
|
pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = (jubyte*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
}
|
|
}
|
|
else if (pDesc->Format == D3DFMT_A8R8G8B8) {
|
|
jubyte *pSrcPixels = (jubyte*)
|
|
PtrCoord(pixels, srcx, 3, srcy, srcStride);
|
|
jint *pDstPixels = (jint*)lockedRect.pBits;
|
|
for (int yy = 0; yy < srcHeight; yy++) {
|
|
for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
|
|
// alpha channel is ignored in this case
|
|
jubyte r = pSrcPixels[sx+0];
|
|
jubyte g = pSrcPixels[sx+1];
|
|
jubyte b = pSrcPixels[sx+2];
|
|
pDstPixels[dx] = (r << 16) | (g << 8) | (b);
|
|
}
|
|
pixelsTouchedL += (pDstPixels[0] ? 1 : 0);
|
|
pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
|
|
|
|
pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
}
|
|
}
|
|
} else if (srcFormat == TILEFMT_3BYTE_BGR) {
|
|
// LCD glyph with BGR order
|
|
if (pDesc->Format == D3DFMT_R8G8B8) {
|
|
void *pSrcPixels = PtrCoord(pixels, srcx, 3, srcy, srcStride);
|
|
void *pDstPixels = lockedRect.pBits;
|
|
jubyte *pbDst;
|
|
do {
|
|
// alpha channel is ignored in this case
|
|
// (note that this is backwards from what one might
|
|
// expect; it appears that D3DFMT_R8G8B8 is actually
|
|
// laid out in BGR order in memory)
|
|
memcpy(pDstPixels, pSrcPixels, srcWidth * 3);
|
|
|
|
pbDst = (jubyte*)pDstPixels;
|
|
pixelsTouchedL +=(pbDst[0+0]|pbDst[0+1]|pbDst[0+2]) ? 1 : 0;
|
|
jint i = 3*(srcWidth-1);
|
|
pixelsTouchedR +=(pbDst[i+0]|pbDst[i+1]|pbDst[i+2]) ? 1 : 0;
|
|
|
|
pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
} while (--srcHeight > 0);
|
|
}
|
|
else if (pDesc->Format == D3DFMT_A8R8G8B8) {
|
|
jubyte *pSrcPixels = (jubyte*)
|
|
PtrCoord(pixels, srcx, 3, srcy, srcStride);
|
|
jint *pDstPixels = (jint*)lockedRect.pBits;
|
|
for (int yy = 0; yy < srcHeight; yy++) {
|
|
for (int dx = 0, sx = 0; dx < srcWidth; dx++, sx+=3) {
|
|
// alpha channel is ignored in this case
|
|
jubyte b = pSrcPixels[sx+0];
|
|
jubyte g = pSrcPixels[sx+1];
|
|
jubyte r = pSrcPixels[sx+2];
|
|
pDstPixels[dx] = (r << 16) | (g << 8) | (b);
|
|
}
|
|
pixelsTouchedL += (pDstPixels[0] ? 1 : 0);
|
|
pixelsTouchedR += (pDstPixels[srcWidth-1] ? 1 : 0);
|
|
|
|
pSrcPixels = (jubyte*)PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = (jint*)PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
}
|
|
}
|
|
} else if (srcFormat == TILEFMT_4BYTE_ARGB_PRE) {
|
|
// MaskBlit tile
|
|
if (pDesc->Format == D3DFMT_A8R8G8B8) {
|
|
void *pSrcPixels = PtrCoord(pixels, srcx, 4, srcy, srcStride);
|
|
void *pDstPixels = lockedRect.pBits;
|
|
do {
|
|
memcpy(pDstPixels, pSrcPixels, srcWidth * 4);
|
|
pSrcPixels = PtrAddBytes(pSrcPixels, srcStride);
|
|
pDstPixels = PtrAddBytes(pDstPixels, lockedRect.Pitch);
|
|
} while (--srcHeight > 0);
|
|
}
|
|
} else {
|
|
// should not happen, no-op just in case...
|
|
}
|
|
|
|
if (pPixelsTouchedL) {
|
|
*pPixelsTouchedL = pixelsTouchedL;
|
|
}
|
|
if (pPixelsTouchedR) {
|
|
*pPixelsTouchedR = pixelsTouchedR;
|
|
}
|
|
|
|
return pTexture->UnlockRect(0);
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::InitLCDGlyphCache()
|
|
{
|
|
if (pLCDGlyphCache == NULL) {
|
|
return D3DGlyphCache::CreateInstance(this, CACHE_LCD, &pLCDGlyphCache);
|
|
}
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::InitGrayscaleGlyphCache()
|
|
{
|
|
if (pGrayscaleGlyphCache == NULL) {
|
|
return D3DGlyphCache::CreateInstance(this, CACHE_GRAY,
|
|
&pGrayscaleGlyphCache);
|
|
}
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::ResetComposite()
|
|
{
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::ResetComposite");
|
|
|
|
RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
|
|
|
|
HRESULT res = UpdateState(STATE_CHANGE);
|
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
extraAlpha = 1.0f;
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::SetAlphaComposite(jint rule, jfloat ea, jint flags)
|
|
{
|
|
HRESULT res;
|
|
J2dTraceLn3(J2D_TRACE_INFO,
|
|
"D3DContext::SetAlphaComposite: rule=%-1d ea=%f flags=%d",
|
|
rule, ea, flags);
|
|
|
|
RETURN_STATUS_IF_NULL(pd3dDevice, E_FAIL);
|
|
|
|
res = UpdateState(STATE_CHANGE);
|
|
|
|
// we can safely disable blending when:
|
|
// - comp is SrcNoEa or SrcOverNoEa, and
|
|
// - the source is opaque
|
|
// (turning off blending can have a large positive impact on performance)
|
|
if ((rule == RULE_Src || rule == RULE_SrcOver) &&
|
|
(ea == 1.0f) &&
|
|
(flags & D3DC_SRC_IS_OPAQUE))
|
|
{
|
|
J2dTraceLn1(J2D_TRACE_VERBOSE,
|
|
" disabling alpha comp rule=%-1d ea=1.0 src=opq)", rule);
|
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
} else {
|
|
J2dTraceLn2(J2D_TRACE_VERBOSE,
|
|
" enabling alpha comp (rule=%-1d ea=%f)", rule, ea);
|
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
pd3dDevice->SetRenderState(D3DRS_SRCBLEND,
|
|
StdBlendRules[rule].src);
|
|
pd3dDevice->SetRenderState(D3DRS_DESTBLEND,
|
|
StdBlendRules[rule].dst);
|
|
}
|
|
|
|
extraAlpha = ea;
|
|
return res;
|
|
}
|
|
|
|
#ifdef UPDATE_TX
|
|
|
|
// Note: this method of adjusting pixel to texel mapping proved to be
|
|
// difficult to perfect. The current variation works great for id,
|
|
// scale (including all kinds of flips) transforms, but not still not
|
|
// for generic transforms.
|
|
//
|
|
// Since we currently only do DrawTexture with non-id transform we instead
|
|
// adjust the geometry (see D3DVertexCacher::DrawTexture(), SetTransform())
|
|
//
|
|
// In order to enable this code path UpdateTextureTransforms needs to
|
|
// be called in SetTexture(), SetTransform() and ResetTranform().
|
|
HRESULT
|
|
D3DContext::UpdateTextureTransforms(DWORD dwSamplerToUpdate)
|
|
{
|
|
HRESULT res = S_OK;
|
|
DWORD dwSampler, dwMaxSampler;
|
|
|
|
if (dwSamplerToUpdate == -1) {
|
|
// update all used samplers, dwMaxSampler will be set to max
|
|
dwSampler = 0;
|
|
dwSampler = MAX_USED_TEXTURE_SAMPLER;
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
|
|
"updating all samplers");
|
|
} else {
|
|
// update only given sampler, dwMaxSampler will be set to it as well
|
|
dwSampler = dwSamplerToUpdate;
|
|
dwMaxSampler = dwSamplerToUpdate;
|
|
J2dTraceLn1(J2D_TRACE_INFO, "D3DContext::UpdateTextureTransforms: "\
|
|
"updating sampler %d", dwSampler);
|
|
}
|
|
|
|
do {
|
|
D3DTRANSFORMSTATETYPE state =
|
|
(D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0 + dwSampler);
|
|
IDirect3DTexture9 *pTexture = lastTexture[dwSampler];
|
|
|
|
if (pTexture != NULL) {
|
|
D3DMATRIX mt, tx;
|
|
D3DSURFACE_DESC texDesc;
|
|
|
|
pd3dDevice->GetTransform(D3DTS_WORLD, &tx);
|
|
J2dTraceLn4(10,
|
|
" %5f %5f %5f %5f", tx._11, tx._12, tx._13, tx._14);
|
|
J2dTraceLn4(10,
|
|
" %5f %5f %5f %5f", tx._21, tx._22, tx._23, tx._24);
|
|
J2dTraceLn4(10,
|
|
" %5f %5f %5f %5f", tx._31, tx._32, tx._33, tx._34);
|
|
J2dTraceLn4(10,
|
|
" %5f %5f %5f %5f", tx._41, tx._42, tx._43, tx._44);
|
|
|
|
// this formula works for scales and flips
|
|
if (tx._11 == 0.0f) {
|
|
tx._11 = tx._12;
|
|
}
|
|
if (tx._22 == 0.0f) {
|
|
tx._22 = tx._21;
|
|
}
|
|
|
|
pTexture->GetLevelDesc(0, &texDesc);
|
|
|
|
// shift by .5 texel, but take into account
|
|
// the scale factor of the device transform
|
|
|
|
// REMIND: this approach is not entirely correct,
|
|
// as it only takes into account the scale of the device
|
|
// transform.
|
|
mt._31 = (1.0f / (2.0f * texDesc.Width * tx._11));
|
|
mt._32 = (1.0f / (2.0f * texDesc.Height * tx._22));
|
|
J2dTraceLn2(J2D_TRACE_VERBOSE, " offsets: tx=%f ty=%f",
|
|
mt._31, mt._32);
|
|
|
|
pd3dDevice->SetTextureStageState(dwSampler,
|
|
D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_COUNT2);
|
|
res = pd3dDevice->SetTransform(state, &mt);
|
|
} else {
|
|
res = pd3dDevice->SetTextureStageState(dwSampler,
|
|
D3DTSS_TEXTURETRANSFORMFLAGS,
|
|
D3DTTFF_DISABLE);
|
|
}
|
|
dwSampler++;
|
|
} while (dwSampler <= dwMaxSampler);
|
|
|
|
return res;
|
|
}
|
|
#endif // UPDATE_TX
|
|
|
|
/**
|
|
* We go into the pains of maintaining the list of set textures
|
|
* instead of just calling GetTexture() and comparing the old one
|
|
* with the new one because it's actually noticeably slower to call
|
|
* GetTexture() (note that we'd have to then call Release() on the
|
|
* texture since GetTexture() increases texture's ref. count).
|
|
*/
|
|
HRESULT
|
|
D3DContext::SetTexture(IDirect3DTexture9 *pTexture, DWORD dwSampler)
|
|
{
|
|
HRESULT res = S_OK;
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::SetTexture");
|
|
|
|
if (dwSampler < 0 || dwSampler > MAX_USED_TEXTURE_SAMPLER) {
|
|
J2dTraceLn1(J2D_TRACE_ERROR,
|
|
"D3DContext::SetTexture: incorrect sampler: %d", dwSampler);
|
|
return E_FAIL;
|
|
}
|
|
if (lastTexture[dwSampler] != pTexture) {
|
|
if (FAILED(res = FlushVertexQueue())) {
|
|
return res;
|
|
}
|
|
J2dTraceLn2(J2D_TRACE_VERBOSE,
|
|
" new texture=0x%x on sampler %d", pTexture, dwSampler);
|
|
res = pd3dDevice->SetTexture(dwSampler, pTexture);
|
|
if (SUCCEEDED(res)) {
|
|
lastTexture[dwSampler] = pTexture;
|
|
// REMIND: see comment at UpdateTextureTransforms
|
|
#ifdef UPDATE_TX
|
|
res = UpdateTextureTransforms(dwSampler);
|
|
#endif
|
|
} else {
|
|
lastTexture[dwSampler] = NULL;
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
|
|
HRESULT
|
|
D3DContext::UpdateTextureColorState(DWORD dwState, DWORD dwSampler)
|
|
{
|
|
HRESULT res = S_OK;
|
|
|
|
if (dwState != lastTextureColorState[dwSampler]) {
|
|
res = pd3dDevice->SetTextureStageState(dwSampler,
|
|
D3DTSS_ALPHAARG1, dwState);
|
|
res = pd3dDevice->SetTextureStageState(dwSampler,
|
|
D3DTSS_COLORARG1, dwState);
|
|
lastTextureColorState[dwSampler] = dwState;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT /*NOLOCK*/
|
|
D3DContext::UpdateState(jbyte newState)
|
|
{
|
|
HRESULT res = S_OK;
|
|
|
|
if (opState == newState) {
|
|
// The op is the same as last time, so we can return immediately.
|
|
return res;
|
|
} else if (opState != STATE_CHANGE) {
|
|
res = FlushVertexQueue();
|
|
}
|
|
|
|
switch (opState) {
|
|
case STATE_MASKOP:
|
|
pMaskCache->Disable();
|
|
break;
|
|
case STATE_GLYPHOP:
|
|
D3DTR_DisableGlyphVertexCache(this);
|
|
break;
|
|
case STATE_TEXTUREOP:
|
|
// optimization: certain state changes (those marked STATE_CHANGE)
|
|
// are allowed while texturing is enabled.
|
|
// In this case, we can allow previousOp to remain as it is and
|
|
// then return early.
|
|
if (newState == STATE_CHANGE) {
|
|
return res;
|
|
}
|
|
// REMIND: not necessary if we are switching to MASKOP or GLYPHOP
|
|
// (or a complex paint, for that matter), but would that be a
|
|
// worthwhile optimization?
|
|
SetTexture(NULL);
|
|
break;
|
|
case STATE_AAPGRAMOP:
|
|
res = DisableAAParallelogramProgram();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (newState) {
|
|
case STATE_MASKOP:
|
|
pMaskCache->Enable();
|
|
UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
|
|
break;
|
|
case STATE_GLYPHOP:
|
|
D3DTR_EnableGlyphVertexCache(this);
|
|
UpdateTextureColorState(D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
|
|
break;
|
|
case STATE_TEXTUREOP:
|
|
UpdateTextureColorState(D3DTA_TEXTURE);
|
|
break;
|
|
case STATE_AAPGRAMOP:
|
|
res = EnableAAParallelogramProgram();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
opState = newState;
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT D3DContext::FlushVertexQueue()
|
|
{
|
|
if (pVCacher != NULL) {
|
|
return pVCacher->Render();
|
|
}
|
|
return E_FAIL;
|
|
}
|
|
|
|
HRESULT D3DContext::BeginScene(jbyte newState)
|
|
{
|
|
if (!pd3dDevice) {
|
|
return E_FAIL;
|
|
} else {
|
|
UpdateState(newState);
|
|
if (!bBeginScenePending) {
|
|
bBeginScenePending = TRUE;
|
|
HRESULT res = pd3dDevice->BeginScene();
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::BeginScene");
|
|
if (FAILED(res)) {
|
|
// this will cause context reinitialization
|
|
opState = STATE_CHANGE;
|
|
}
|
|
return res;
|
|
}
|
|
return S_OK;
|
|
}
|
|
}
|
|
|
|
HRESULT D3DContext::EndScene() {
|
|
if (bBeginScenePending) {
|
|
FlushVertexQueue();
|
|
bBeginScenePending = FALSE;
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EndScene");
|
|
return pd3dDevice->EndScene();
|
|
}
|
|
return S_OK;
|
|
}
|
|
|
|
/**
|
|
* Compiles and links the given fragment shader program. If
|
|
* successful, this function returns a handle to the newly created shader
|
|
* program; otherwise returns 0.
|
|
*/
|
|
IDirect3DPixelShader9 *D3DContext::CreateFragmentProgram(DWORD **shaders,
|
|
ShaderList *programs,
|
|
jint flags)
|
|
{
|
|
DWORD *sourceCode;
|
|
IDirect3DPixelShader9 *pProgram;
|
|
|
|
J2dTraceLn1(J2D_TRACE_INFO,
|
|
"D3DContext::CreateFragmentProgram: flags=%d",
|
|
flags);
|
|
|
|
sourceCode = shaders[flags];
|
|
if (FAILED(pd3dDevice->CreatePixelShader(sourceCode, &pProgram))) {
|
|
J2dRlsTraceLn(J2D_TRACE_ERROR,
|
|
"D3DContext::CreateFragmentProgram: error creating program");
|
|
return NULL;
|
|
}
|
|
|
|
// add it to the cache
|
|
ShaderList_AddProgram(programs, ptr_to_jlong(pProgram),
|
|
0 /*unused*/, 0 /*unused*/, flags);
|
|
|
|
return pProgram;
|
|
}
|
|
|
|
/**
|
|
* Locates and enables a fragment program given a list of shader programs
|
|
* (ShaderInfos), using this context's state and flags as search
|
|
* parameters. The "flags" parameter is a bitwise-or'd value that helps
|
|
* differentiate one program for another; the interpretation of this value
|
|
* varies depending on the type of shader (BufImgOp, Paint, etc) but here
|
|
* it is only used to find another ShaderInfo with that same "flags" value.
|
|
*/
|
|
HRESULT D3DContext::EnableFragmentProgram(DWORD **shaders,
|
|
ShaderList *programList,
|
|
jint flags)
|
|
{
|
|
HRESULT res;
|
|
jlong programID;
|
|
IDirect3DPixelShader9 *pProgram;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableFragmentProgram");
|
|
|
|
programID =
|
|
ShaderList_FindProgram(programList,
|
|
0 /*unused*/, 0 /*unused*/, flags);
|
|
|
|
pProgram = (IDirect3DPixelShader9 *)jlong_to_ptr(programID);
|
|
if (pProgram == NULL) {
|
|
pProgram = CreateFragmentProgram(shaders, programList, flags);
|
|
if (pProgram == NULL) {
|
|
return E_FAIL;
|
|
}
|
|
}
|
|
|
|
if (FAILED(res = pd3dDevice->SetPixelShader(pProgram))) {
|
|
J2dRlsTraceLn(J2D_TRACE_ERROR,
|
|
"D3DContext::EnableFragmentProgram: error setting pixel shader");
|
|
return res;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT D3DContext::EnableBasicGradientProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)gradShaders,
|
|
&basicGradPrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableLinearGradientProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)linearShaders,
|
|
&linearGradPrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableRadialGradientProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)radialShaders,
|
|
&radialGradPrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableConvolveProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)convolveShaders,
|
|
&convolvePrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableRescaleProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)rescaleShaders,
|
|
&rescalePrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableLookupProgram(jint flags)
|
|
{
|
|
return EnableFragmentProgram((DWORD **)lookupShaders,
|
|
&lookupPrograms, flags);
|
|
}
|
|
|
|
HRESULT D3DContext::EnableLCDTextProgram()
|
|
{
|
|
HRESULT res;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableLCDTextProgram");
|
|
|
|
if (lcdTextProgram == NULL) {
|
|
if (FAILED(res = pd3dDevice->CreatePixelShader(lcdtext0,
|
|
&lcdTextProgram)))
|
|
{
|
|
return res;
|
|
}
|
|
}
|
|
|
|
if (FAILED(res = pd3dDevice->SetPixelShader(lcdTextProgram))) {
|
|
J2dRlsTraceLn(J2D_TRACE_ERROR,
|
|
"D3DContext::EnableLCDTextProgram: error setting pixel shader");
|
|
return res;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT D3DContext::EnableAAParallelogramProgram()
|
|
{
|
|
HRESULT res;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::EnableAAParallelogramProgram");
|
|
|
|
if (aaPgramProgram == NULL) {
|
|
if (FAILED(res = pd3dDevice->CreatePixelShader(aapgram0,
|
|
&aaPgramProgram))) {
|
|
DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
|
|
"error creating pixel shader");
|
|
return res;
|
|
}
|
|
}
|
|
|
|
if (FAILED(res = pd3dDevice->SetPixelShader(aaPgramProgram))) {
|
|
DebugPrintD3DError(res, "D3DContext::EnableAAParallelogramProgram: "
|
|
"error setting pixel shader");
|
|
return res;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT D3DContext::DisableAAParallelogramProgram()
|
|
{
|
|
HRESULT res;
|
|
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::DisableAAParallelogramProgram");
|
|
|
|
if (aaPgramProgram != NULL) {
|
|
if (FAILED(res = pd3dDevice->SetPixelShader(NULL))) {
|
|
DebugPrintD3DError(res,
|
|
"D3DContext::DisableAAParallelogramProgram: "
|
|
"error clearing pixel shader");
|
|
return res;
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
BOOL D3DContext::IsAlphaRTSurfaceSupported()
|
|
{
|
|
HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
|
|
devCaps.DeviceType,
|
|
curParams.BackBufferFormat,
|
|
D3DUSAGE_RENDERTARGET,
|
|
D3DRTYPE_SURFACE,
|
|
D3DFMT_A8R8G8B8);
|
|
return SUCCEEDED(res);
|
|
}
|
|
|
|
BOOL D3DContext::IsAlphaRTTSupported()
|
|
{
|
|
HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
|
|
devCaps.DeviceType,
|
|
curParams.BackBufferFormat,
|
|
D3DUSAGE_RENDERTARGET,
|
|
D3DRTYPE_TEXTURE,
|
|
D3DFMT_A8R8G8B8);
|
|
return SUCCEEDED(res);
|
|
}
|
|
|
|
BOOL D3DContext::IsOpaqueRTTSupported()
|
|
{
|
|
HRESULT res = pd3dObject->CheckDeviceFormat(adapterOrdinal,
|
|
devCaps.DeviceType,
|
|
curParams.BackBufferFormat,
|
|
D3DUSAGE_RENDERTARGET,
|
|
D3DRTYPE_TEXTURE,
|
|
curParams.BackBufferFormat);
|
|
return SUCCEEDED(res);
|
|
}
|
|
|
|
HRESULT D3DContext::InitContextCaps() {
|
|
J2dTraceLn(J2D_TRACE_INFO, "D3DContext::InitContextCaps");
|
|
J2dTraceLn1(J2D_TRACE_VERBOSE, " caps for adapter %d :", adapterOrdinal);
|
|
|
|
if (pd3dDevice == NULL || pd3dObject == NULL) {
|
|
contextCaps = CAPS_EMPTY;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_EMPTY");
|
|
return E_FAIL;
|
|
}
|
|
|
|
contextCaps = CAPS_DEVICE_OK;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_DEVICE_OK");
|
|
|
|
if (IsAlphaRTSurfaceSupported()) {
|
|
contextCaps |= CAPS_RT_PLAIN_ALPHA;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_PLAIN_ALPHA");
|
|
}
|
|
if (IsAlphaRTTSupported()) {
|
|
contextCaps |= CAPS_RT_TEXTURE_ALPHA;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_TEXTURE_ALPHA");
|
|
}
|
|
if (IsOpaqueRTTSupported()) {
|
|
contextCaps |= CAPS_RT_TEXTURE_OPAQUE;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_RT_TEXTURE_OPAQUE");
|
|
}
|
|
if (IsPixelShader20Supported()) {
|
|
contextCaps |= CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE,
|
|
" | CAPS_LCD_SHADER | CAPS_BIOP_SHADER | CAPS_PS20");
|
|
// Pre-PS3.0 video boards are very slow with the AA shader, so
|
|
// we will require PS30 hw even though the shader is compiled for 2.0a
|
|
// if (IsGradientInstructionExtensionSupported()) {
|
|
// contextCaps |= CAPS_AA_SHADER;
|
|
// J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_AA_SHADER");
|
|
// }
|
|
}
|
|
if (IsPixelShader30Supported()) {
|
|
if ((contextCaps & CAPS_AA_SHADER) == 0) {
|
|
// This flag was not already mentioned above...
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_AA_SHADER");
|
|
}
|
|
contextCaps |= CAPS_PS30 | CAPS_AA_SHADER;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_PS30");
|
|
}
|
|
if (IsMultiTexturingSupported()) {
|
|
contextCaps |= CAPS_MULTITEXTURE;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_MULTITEXTURE");
|
|
}
|
|
if (!IsPow2TexturesOnly()) {
|
|
contextCaps |= CAPS_TEXNONPOW2;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_TEXNONPOW2");
|
|
}
|
|
if (!IsSquareTexturesOnly()) {
|
|
contextCaps |= CAPS_TEXNONSQUARE;
|
|
J2dRlsTraceLn(J2D_TRACE_VERBOSE, " | CAPS_TEXNONSQUARE");
|
|
}
|
|
return S_OK;
|
|
}
|