gfx/angle/src/libGLESv2/renderer/Blit.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/Blit.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,595 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// Blit.cpp: Surface copy utility class.
    1.12 +
    1.13 +#include "libGLESv2/renderer/Blit.h"
    1.14 +
    1.15 +#include "libGLESv2/main.h"
    1.16 +#include "libGLESv2/renderer/renderer9_utils.h"
    1.17 +#include "libGLESv2/renderer/TextureStorage9.h"
    1.18 +#include "libGLESv2/renderer/RenderTarget9.h"
    1.19 +#include "libGLESv2/renderer/Renderer9.h"
    1.20 +#include "libGLESv2/Framebuffer.h"
    1.21 +#include "libGLESv2/Renderbuffer.h"
    1.22 +
    1.23 +namespace
    1.24 +{
    1.25 +#include "libGLESv2/renderer/shaders/compiled/standardvs.h"
    1.26 +#include "libGLESv2/renderer/shaders/compiled/flipyvs.h"
    1.27 +#include "libGLESv2/renderer/shaders/compiled/passthroughps.h"
    1.28 +#include "libGLESv2/renderer/shaders/compiled/luminanceps.h"
    1.29 +#include "libGLESv2/renderer/shaders/compiled/componentmaskps.h"
    1.30 +
    1.31 +const BYTE* const g_shaderCode[] =
    1.32 +{
    1.33 +    g_vs20_standardvs,
    1.34 +    g_vs20_flipyvs,
    1.35 +    g_ps20_passthroughps,
    1.36 +    g_ps20_luminanceps,
    1.37 +    g_ps20_componentmaskps
    1.38 +};
    1.39 +
    1.40 +const size_t g_shaderSize[] =
    1.41 +{
    1.42 +    sizeof(g_vs20_standardvs),
    1.43 +    sizeof(g_vs20_flipyvs),
    1.44 +    sizeof(g_ps20_passthroughps),
    1.45 +    sizeof(g_ps20_luminanceps),
    1.46 +    sizeof(g_ps20_componentmaskps)
    1.47 +};
    1.48 +}
    1.49 +
    1.50 +namespace rx
    1.51 +{
    1.52 +Blit::Blit(rx::Renderer9 *renderer)
    1.53 +  : mRenderer(renderer), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedStateBlock(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL)
    1.54 +{
    1.55 +    initGeometry();
    1.56 +    memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
    1.57 +}
    1.58 +
    1.59 +Blit::~Blit()
    1.60 +{
    1.61 +    if (mSavedStateBlock) mSavedStateBlock->Release();
    1.62 +    if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
    1.63 +    if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
    1.64 +
    1.65 +    for (int i = 0; i < SHADER_COUNT; i++)
    1.66 +    {
    1.67 +        if (mCompiledShaders[i])
    1.68 +        {
    1.69 +            mCompiledShaders[i]->Release();
    1.70 +        }
    1.71 +    }
    1.72 +}
    1.73 +
    1.74 +void Blit::initGeometry()
    1.75 +{
    1.76 +    static const float quad[] =
    1.77 +    {
    1.78 +        -1, -1,
    1.79 +        -1,  1,
    1.80 +         1, -1,
    1.81 +         1,  1
    1.82 +    };
    1.83 +
    1.84 +    IDirect3DDevice9 *device = mRenderer->getDevice();
    1.85 +
    1.86 +    HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
    1.87 +
    1.88 +    if (FAILED(result))
    1.89 +    {
    1.90 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    1.91 +        return gl::error(GL_OUT_OF_MEMORY);
    1.92 +    }
    1.93 +
    1.94 +    void *lockPtr = NULL;
    1.95 +    result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
    1.96 +
    1.97 +    if (FAILED(result) || lockPtr == NULL)
    1.98 +    {
    1.99 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.100 +        return gl::error(GL_OUT_OF_MEMORY);
   1.101 +    }
   1.102 +
   1.103 +    memcpy(lockPtr, quad, sizeof(quad));
   1.104 +    mQuadVertexBuffer->Unlock();
   1.105 +
   1.106 +    static const D3DVERTEXELEMENT9 elements[] =
   1.107 +    {
   1.108 +        { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
   1.109 +        D3DDECL_END()
   1.110 +    };
   1.111 +
   1.112 +    result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
   1.113 +
   1.114 +    if (FAILED(result))
   1.115 +    {
   1.116 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.117 +        return gl::error(GL_OUT_OF_MEMORY);
   1.118 +    }
   1.119 +}
   1.120 +
   1.121 +template <class D3DShaderType>
   1.122 +bool Blit::setShader(ShaderId source, const char *profile,
   1.123 +                     D3DShaderType *(rx::Renderer9::*createShader)(const DWORD *, size_t length),
   1.124 +                     HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
   1.125 +{
   1.126 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.127 +
   1.128 +    D3DShaderType *shader;
   1.129 +
   1.130 +    if (mCompiledShaders[source] != NULL)
   1.131 +    {
   1.132 +        shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
   1.133 +    }
   1.134 +    else
   1.135 +    {
   1.136 +        const BYTE* shaderCode = g_shaderCode[source];
   1.137 +        size_t shaderSize = g_shaderSize[source];
   1.138 +
   1.139 +        shader = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize);
   1.140 +        if (!shader)
   1.141 +        {
   1.142 +            ERR("Failed to create shader for blit operation");
   1.143 +            return false;
   1.144 +        }
   1.145 +
   1.146 +        mCompiledShaders[source] = shader;
   1.147 +    }
   1.148 +
   1.149 +    HRESULT hr = (device->*setShader)(shader);
   1.150 +
   1.151 +    if (FAILED(hr))
   1.152 +    {
   1.153 +        ERR("Failed to set shader for blit operation");
   1.154 +        return false;
   1.155 +    }
   1.156 +
   1.157 +    return true;
   1.158 +}
   1.159 +
   1.160 +bool Blit::setVertexShader(ShaderId shader)
   1.161 +{
   1.162 +    return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &rx::Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
   1.163 +}
   1.164 +
   1.165 +bool Blit::setPixelShader(ShaderId shader)
   1.166 +{
   1.167 +    return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &rx::Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
   1.168 +}
   1.169 +
   1.170 +RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const
   1.171 +{
   1.172 +    D3DSURFACE_DESC desc;
   1.173 +    surface->GetDesc(&desc);
   1.174 +
   1.175 +    RECT rect;
   1.176 +    rect.left = 0;
   1.177 +    rect.top = 0;
   1.178 +    rect.right = desc.Width;
   1.179 +    rect.bottom = desc.Height;
   1.180 +
   1.181 +    return rect;
   1.182 +}
   1.183 +
   1.184 +bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
   1.185 +{
   1.186 +    IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
   1.187 +    if (!texture)
   1.188 +    {
   1.189 +        return false;
   1.190 +    }
   1.191 +
   1.192 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.193 +
   1.194 +    saveState();
   1.195 +
   1.196 +    device->SetTexture(0, texture);
   1.197 +    device->SetRenderTarget(0, dest);
   1.198 +
   1.199 +    setVertexShader(SHADER_VS_STANDARD);
   1.200 +    setPixelShader(SHADER_PS_PASSTHROUGH);
   1.201 +
   1.202 +    setCommonBlitState();
   1.203 +    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
   1.204 +    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
   1.205 +
   1.206 +    setViewport(getSurfaceRect(dest), 0, 0);
   1.207 +
   1.208 +    render();
   1.209 +
   1.210 +    texture->Release();
   1.211 +
   1.212 +    restoreState();
   1.213 +
   1.214 +    return true;
   1.215 +}
   1.216 +
   1.217 +bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
   1.218 +{
   1.219 +    RenderTarget9 *renderTarget = NULL;
   1.220 +    IDirect3DSurface9 *source = NULL;
   1.221 +    gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
   1.222 +
   1.223 +    if (colorbuffer)
   1.224 +    {
   1.225 +        renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
   1.226 +    }
   1.227 +    
   1.228 +    if (renderTarget)
   1.229 +    {
   1.230 +        source = renderTarget->getSurface();
   1.231 +    }
   1.232 +
   1.233 +    if (!source)
   1.234 +    {
   1.235 +        ERR("Failed to retrieve the render target.");
   1.236 +        return gl::error(GL_OUT_OF_MEMORY, false);
   1.237 +    }
   1.238 +
   1.239 +    TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
   1.240 +    IDirect3DSurface9 *destSurface = storage9->getSurfaceLevel(level, true);
   1.241 +    bool result = false;
   1.242 +        
   1.243 +    if (destSurface)
   1.244 +    {
   1.245 +        result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
   1.246 +        destSurface->Release();
   1.247 +    }
   1.248 +
   1.249 +    source->Release();
   1.250 +    return result;
   1.251 +}
   1.252 +
   1.253 +bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
   1.254 +{
   1.255 +    RenderTarget9 *renderTarget = NULL;
   1.256 +    IDirect3DSurface9 *source = NULL;
   1.257 +    gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
   1.258 +
   1.259 +    if (colorbuffer)
   1.260 +    {
   1.261 +        renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
   1.262 +    }
   1.263 +    
   1.264 +    if (renderTarget)
   1.265 +    {
   1.266 +        source = renderTarget->getSurface();
   1.267 +    }
   1.268 +
   1.269 +    if (!source)
   1.270 +    {
   1.271 +        ERR("Failed to retrieve the render target.");
   1.272 +        return gl::error(GL_OUT_OF_MEMORY, false);
   1.273 +    }
   1.274 +
   1.275 +    TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
   1.276 +    IDirect3DSurface9 *destSurface = storage9->getCubeMapSurface(target, level, true);
   1.277 +    bool result = false;
   1.278 +
   1.279 +    if (destSurface)
   1.280 +    {
   1.281 +        result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
   1.282 +        destSurface->Release();
   1.283 +    }
   1.284 +
   1.285 +    source->Release();
   1.286 +    return result;
   1.287 +}
   1.288 +
   1.289 +bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
   1.290 +{
   1.291 +    if (!dest)
   1.292 +    {
   1.293 +        return false;
   1.294 +    }
   1.295 +
   1.296 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.297 +
   1.298 +    D3DSURFACE_DESC sourceDesc;
   1.299 +    D3DSURFACE_DESC destDesc;
   1.300 +    source->GetDesc(&sourceDesc);
   1.301 +    dest->GetDesc(&destDesc);
   1.302 +
   1.303 +    if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
   1.304 +        d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat))   // Can use StretchRect
   1.305 +    {
   1.306 +        RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
   1.307 +        HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
   1.308 +
   1.309 +        if (FAILED(result))
   1.310 +        {
   1.311 +            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.312 +            return gl::error(GL_OUT_OF_MEMORY, false);
   1.313 +        }
   1.314 +    }
   1.315 +    else
   1.316 +    {
   1.317 +        return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
   1.318 +    }
   1.319 +    return true;
   1.320 +}
   1.321 +
   1.322 +bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
   1.323 +{
   1.324 +    IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
   1.325 +    if (!texture)
   1.326 +    {
   1.327 +        return false;
   1.328 +    }
   1.329 +
   1.330 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.331 +
   1.332 +    saveState();
   1.333 +
   1.334 +    device->SetTexture(0, texture);
   1.335 +    device->SetRenderTarget(0, dest);
   1.336 +
   1.337 +    setViewport(sourceRect, xoffset, yoffset);
   1.338 +
   1.339 +    setCommonBlitState();
   1.340 +    if (setFormatConvertShaders(destFormat))
   1.341 +    {
   1.342 +        render();
   1.343 +    }
   1.344 +
   1.345 +    texture->Release();
   1.346 +
   1.347 +    restoreState();
   1.348 +
   1.349 +    return true;
   1.350 +}
   1.351 +
   1.352 +bool Blit::setFormatConvertShaders(GLenum destFormat)
   1.353 +{
   1.354 +    bool okay = setVertexShader(SHADER_VS_STANDARD);
   1.355 +
   1.356 +    switch (destFormat)
   1.357 +    {
   1.358 +      default: UNREACHABLE();
   1.359 +      case GL_RGBA:
   1.360 +      case GL_BGRA_EXT:
   1.361 +      case GL_RGB:
   1.362 +      case GL_ALPHA:
   1.363 +        okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
   1.364 +        break;
   1.365 +
   1.366 +      case GL_LUMINANCE:
   1.367 +      case GL_LUMINANCE_ALPHA:
   1.368 +        okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
   1.369 +        break;
   1.370 +    }
   1.371 +
   1.372 +    if (!okay)
   1.373 +    {
   1.374 +        return false;
   1.375 +    }
   1.376 +
   1.377 +    enum { X = 0, Y = 1, Z = 2, W = 3 };
   1.378 +
   1.379 +    // The meaning of this constant depends on the shader that was selected.
   1.380 +    // See the shader assembly code above for details.
   1.381 +    float psConst0[4] = { 0, 0, 0, 0 };
   1.382 +
   1.383 +    switch (destFormat)
   1.384 +    {
   1.385 +      default: UNREACHABLE();
   1.386 +      case GL_RGBA:
   1.387 +      case GL_BGRA_EXT:
   1.388 +        psConst0[X] = 1;
   1.389 +        psConst0[Z] = 1;
   1.390 +        break;
   1.391 +
   1.392 +      case GL_RGB:
   1.393 +        psConst0[X] = 1;
   1.394 +        psConst0[W] = 1;
   1.395 +        break;
   1.396 +
   1.397 +      case GL_ALPHA:
   1.398 +        psConst0[Z] = 1;
   1.399 +        break;
   1.400 +
   1.401 +      case GL_LUMINANCE:
   1.402 +        psConst0[Y] = 1;
   1.403 +        break;
   1.404 +
   1.405 +      case GL_LUMINANCE_ALPHA:
   1.406 +        psConst0[X] = 1;
   1.407 +        break;
   1.408 +    }
   1.409 +
   1.410 +    mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst0, 1);
   1.411 +
   1.412 +    return true;
   1.413 +}
   1.414 +
   1.415 +IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
   1.416 +{
   1.417 +    if (!surface)
   1.418 +    {
   1.419 +        return NULL;
   1.420 +    }
   1.421 +
   1.422 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.423 +
   1.424 +    D3DSURFACE_DESC sourceDesc;
   1.425 +    surface->GetDesc(&sourceDesc);
   1.426 +
   1.427 +    // Copy the render target into a texture
   1.428 +    IDirect3DTexture9 *texture;
   1.429 +    HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
   1.430 +
   1.431 +    if (FAILED(result))
   1.432 +    {
   1.433 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.434 +        return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
   1.435 +    }
   1.436 +
   1.437 +    IDirect3DSurface9 *textureSurface;
   1.438 +    result = texture->GetSurfaceLevel(0, &textureSurface);
   1.439 +
   1.440 +    if (FAILED(result))
   1.441 +    {
   1.442 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.443 +        texture->Release();
   1.444 +        return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
   1.445 +    }
   1.446 +
   1.447 +    mRenderer->endScene();
   1.448 +    result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
   1.449 +
   1.450 +    textureSurface->Release();
   1.451 +
   1.452 +    if (FAILED(result))
   1.453 +    {
   1.454 +        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
   1.455 +        texture->Release();
   1.456 +        return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
   1.457 +    }
   1.458 +
   1.459 +    return texture;
   1.460 +}
   1.461 +
   1.462 +void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
   1.463 +{
   1.464 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.465 +
   1.466 +    D3DVIEWPORT9 vp;
   1.467 +    vp.X      = xoffset;
   1.468 +    vp.Y      = yoffset;
   1.469 +    vp.Width  = sourceRect.right - sourceRect.left;
   1.470 +    vp.Height = sourceRect.bottom - sourceRect.top;
   1.471 +    vp.MinZ   = 0.0f;
   1.472 +    vp.MaxZ   = 1.0f;
   1.473 +    device->SetViewport(&vp);
   1.474 +
   1.475 +    float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
   1.476 +    device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
   1.477 +}
   1.478 +
   1.479 +void Blit::setCommonBlitState()
   1.480 +{
   1.481 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.482 +
   1.483 +    device->SetDepthStencilSurface(NULL);
   1.484 +
   1.485 +    device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
   1.486 +    device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
   1.487 +    device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
   1.488 +    device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
   1.489 +    device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
   1.490 +    device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
   1.491 +    device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
   1.492 +    device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
   1.493 +
   1.494 +    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
   1.495 +    device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
   1.496 +    device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
   1.497 +    device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
   1.498 +    device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
   1.499 +
   1.500 +    RECT scissorRect = {0};   // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
   1.501 +    device->SetScissorRect(&scissorRect);
   1.502 +
   1.503 +    for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
   1.504 +    {
   1.505 +        device->SetStreamSourceFreq(i, 1);
   1.506 +    }
   1.507 +}
   1.508 +
   1.509 +void Blit::render()
   1.510 +{
   1.511 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.512 +
   1.513 +    HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
   1.514 +    hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
   1.515 +
   1.516 +    mRenderer->startScene();
   1.517 +    hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
   1.518 +}
   1.519 +
   1.520 +void Blit::saveState()
   1.521 +{
   1.522 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.523 +
   1.524 +    HRESULT hr;
   1.525 +
   1.526 +    device->GetDepthStencilSurface(&mSavedDepthStencil);
   1.527 +    device->GetRenderTarget(0, &mSavedRenderTarget);
   1.528 +
   1.529 +    if (mSavedStateBlock == NULL)
   1.530 +    {
   1.531 +        hr = device->BeginStateBlock();
   1.532 +        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
   1.533 +
   1.534 +        setCommonBlitState();
   1.535 +
   1.536 +        static const float dummyConst[4] = { 0, 0, 0, 0 };
   1.537 +
   1.538 +        device->SetVertexShader(NULL);
   1.539 +        device->SetVertexShaderConstantF(0, dummyConst, 1);
   1.540 +        device->SetPixelShader(NULL);
   1.541 +        device->SetPixelShaderConstantF(0, dummyConst, 1);
   1.542 +
   1.543 +        D3DVIEWPORT9 dummyVp;
   1.544 +        dummyVp.X = 0;
   1.545 +        dummyVp.Y = 0;
   1.546 +        dummyVp.Width = 1;
   1.547 +        dummyVp.Height = 1;
   1.548 +        dummyVp.MinZ = 0;
   1.549 +        dummyVp.MaxZ = 1;
   1.550 +
   1.551 +        device->SetViewport(&dummyVp);
   1.552 +
   1.553 +        device->SetTexture(0, NULL);
   1.554 +
   1.555 +        device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
   1.556 +
   1.557 +        device->SetVertexDeclaration(mQuadVertexDeclaration);
   1.558 +
   1.559 +        hr = device->EndStateBlock(&mSavedStateBlock);
   1.560 +        ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
   1.561 +    }
   1.562 +
   1.563 +    ASSERT(mSavedStateBlock != NULL);
   1.564 +
   1.565 +    if (mSavedStateBlock != NULL)
   1.566 +    {
   1.567 +        hr = mSavedStateBlock->Capture();
   1.568 +        ASSERT(SUCCEEDED(hr));
   1.569 +    }
   1.570 +}
   1.571 +
   1.572 +void Blit::restoreState()
   1.573 +{
   1.574 +    IDirect3DDevice9 *device = mRenderer->getDevice();
   1.575 +
   1.576 +    device->SetDepthStencilSurface(mSavedDepthStencil);
   1.577 +    if (mSavedDepthStencil != NULL)
   1.578 +    {
   1.579 +        mSavedDepthStencil->Release();
   1.580 +        mSavedDepthStencil = NULL;
   1.581 +    }
   1.582 +
   1.583 +    device->SetRenderTarget(0, mSavedRenderTarget);
   1.584 +    if (mSavedRenderTarget != NULL)
   1.585 +    {
   1.586 +        mSavedRenderTarget->Release();
   1.587 +        mSavedRenderTarget = NULL;
   1.588 +    }
   1.589 +
   1.590 +    ASSERT(mSavedStateBlock != NULL);
   1.591 +
   1.592 +    if (mSavedStateBlock != NULL)
   1.593 +    {
   1.594 +        mSavedStateBlock->Apply();
   1.595 +    }
   1.596 +}
   1.597 +
   1.598 +}

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