Commit c86c8b0c by Jamie Madill Committed by Commit Bot

D3D9: Use angle::Result error pattern.

Bug: angleproject:2752 Change-Id: Ica77969c6e4b8d61d491396a4fd56b0864e4803c Reviewed-on: https://chromium-review.googlesource.com/1163320 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
parent c93eeaab
......@@ -238,4 +238,15 @@ unsigned int GetBlendSampleMask(const gl::State &glState, int samples)
return mask;
}
GLenum DefaultGLErrorCode(HRESULT hr)
{
switch (hr)
{
case D3DERR_OUTOFVIDEOMEMORY:
case E_OUTOFMEMORY:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
} // namespace rx
......@@ -427,7 +427,7 @@ class RendererD3D : public BufferFactoryD3D
unsigned int GetBlendSampleMask(const gl::State &glState, int samples);
bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode);
GLenum DefaultGLErrorCode(HRESULT hr);
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
......@@ -105,17 +105,6 @@ gl::Error ReadbackIndirectBuffer(const gl::Context *context,
*bufferPtrOut = reinterpret_cast<const IndirectBufferT *>(bufferData + offset);
return gl::NoError();
}
GLenum DefaultGLErrorCode(HRESULT hr)
{
switch (hr)
{
case E_OUTOFMEMORY:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
} // anonymous namespace
Context11::Context11(const gl::ContextState &state, Renderer11 *renderer)
......
......@@ -8,15 +8,16 @@
#include "libANGLE/renderer/d3d/d3d9/Blit9.h"
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
namespace
{
......@@ -80,11 +81,11 @@ Blit9::~Blit9()
}
}
gl::Error Blit9::initialize()
angle::Result Blit9::initialize(Context9 *context9)
{
if (mGeometryLoaded)
{
return gl::NoError();
return angle::Result::Continue();
}
static const float quad[] =
......@@ -100,23 +101,13 @@ gl::Error Blit9::initialize()
HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0,
D3DPOOL_DEFAULT, &mQuadVertexBuffer, nullptr);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory() << "Failed to create internal blit vertex shader, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader");
void *lockPtr = nullptr;
result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
if (FAILED(result) || lockPtr == nullptr)
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
SafeRelease(mQuadVertexBuffer);
return gl::OutOfMemory() << "Failed to lock internal blit vertex shader, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock internal blit vertex shader");
ASSERT(lockPtr);
memcpy(lockPtr, quad, sizeof(quad));
mQuadVertexBuffer->Unlock();
......@@ -128,23 +119,21 @@ gl::Error Blit9::initialize()
};
result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
SafeRelease(mQuadVertexBuffer);
return gl::OutOfMemory() << "Failed to lock internal blit vertex declaration, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader declaration");
mGeometryLoaded = true;
return gl::NoError();
return angle::Result::Continue();
}
template <class D3DShaderType>
gl::Error Blit9::setShader(ShaderId source, const char *profile,
gl::Error (Renderer9::*createShader)(const DWORD *, size_t length, D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
angle::Result Blit9::setShader(Context9 *context9,
ShaderId source,
const char *profile,
angle::Result (Renderer9::*createShader)(Context9 *,
const DWORD *,
size_t length,
D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *))
{
IDirect3DDevice9 *device = mRenderer->getDevice();
......@@ -158,27 +147,28 @@ gl::Error Blit9::setShader(ShaderId source, const char *profile,
{
const BYTE* shaderCode = g_shaderCode[source];
size_t shaderSize = g_shaderSize[source];
ANGLE_TRY((mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize, &shader));
ANGLE_TRY((mRenderer->*createShader)(context9, reinterpret_cast<const DWORD *>(shaderCode),
shaderSize, &shader));
mCompiledShaders[source] = shader;
}
HRESULT hr = (device->*setShader)(shader);
if (FAILED(hr))
{
return gl::OutOfMemory() << "Failed to set shader for blit operation, " << gl::FmtHR(hr);
}
return gl::NoError();
ANGLE_TRY_HR(context9, hr, "Failed to set shader for blit operation");
return angle::Result::Continue();
}
gl::Error Blit9::setVertexShader(ShaderId shader)
angle::Result Blit9::setVertexShader(Context9 *context9, ShaderId shader)
{
return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
return setShader<IDirect3DVertexShader9>(context9, shader, "vs_2_0",
&Renderer9::createVertexShader,
&IDirect3DDevice9::SetVertexShader);
}
gl::Error Blit9::setPixelShader(ShaderId shader)
angle::Result Blit9::setPixelShader(Context9 *context9, ShaderId shader)
{
return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
return setShader<IDirect3DPixelShader9>(context9, shader, "ps_2_0",
&Renderer9::createPixelShader,
&IDirect3DDevice9::SetPixelShader);
}
RECT Blit9::getSurfaceRect(IDirect3DSurface9 *surface) const
......@@ -203,22 +193,24 @@ gl::Extents Blit9::getSurfaceSize(IDirect3DSurface9 *surface) const
return gl::Extents(desc.Width, desc.Height, 1);
}
gl::Error Blit9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
angle::Result Blit9::boxFilter(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DSurface9 *dest)
{
ANGLE_TRY(initialize());
ANGLE_TRY(initialize(context9));
IDirect3DBaseTexture9 *texture = nullptr;
ANGLE_TRY(copySurfaceToTexture(source, getSurfaceRect(source), &texture));
angle::ComPtr<IDirect3DBaseTexture9> texture = nullptr;
ANGLE_TRY(copySurfaceToTexture(context9, source, getSurfaceRect(source), &texture));
IDirect3DDevice9 *device = mRenderer->getDevice();
saveState();
device->SetTexture(0, texture);
device->SetTexture(0, texture.Get());
device->SetRenderTarget(0, dest);
ANGLE_TRY(setVertexShader(SHADER_VS_STANDARD));
ANGLE_TRY(setPixelShader(SHADER_PS_PASSTHROUGH));
ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_PASSTHROUGH));
setCommonBlitState();
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
......@@ -229,120 +221,96 @@ gl::Error Blit9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
render();
SafeRelease(texture);
restoreState();
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Blit9::copy2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
angle::Result Blit9::copy2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
ANGLE_TRY(initialize());
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
ASSERT(colorbuffer);
RenderTarget9 *renderTarget9 = nullptr;
ANGLE_TRY(colorbuffer->getRenderTarget(context, &renderTarget9));
ANGLE_TRY_HANDLE(context, colorbuffer->getRenderTarget(context, &renderTarget9));
ASSERT(renderTarget9);
IDirect3DSurface9 *source = renderTarget9->getSurface();
angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface();
ASSERT(source);
IDirect3DSurface9 *destSurface = nullptr;
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
gl::Error error =
storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, true, &destSurface);
if (error.isError())
{
SafeRelease(source);
return error;
}
ANGLE_TRY(
storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, true, &destSurface));
ASSERT(destSurface);
gl::Error result =
copy(source, nullptr, sourceRect, destFormat, destOffset, destSurface, false, false, false);
SafeRelease(destSurface);
SafeRelease(source);
return result;
ANGLE_TRY(copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset,
destSurface.Get(), false, false, false));
return angle::Result::Continue();
}
gl::Error Blit9::copyCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level)
angle::Result Blit9::copyCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level)
{
gl::Error error = initialize();
if (error.isError())
{
return error;
}
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
ASSERT(colorbuffer);
RenderTarget9 *renderTarget9 = nullptr;
error = colorbuffer->getRenderTarget(context, &renderTarget9);
if (error.isError())
{
return error;
}
ANGLE_TRY_HANDLE(context, colorbuffer->getRenderTarget(context, &renderTarget9));
ASSERT(renderTarget9);
IDirect3DSurface9 *source = renderTarget9->getSurface();
angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface();
ASSERT(source);
IDirect3DSurface9 *destSurface = nullptr;
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
error = storage9->getSurfaceLevel(context, target, level, true, &destSurface);
if (error.isError())
{
SafeRelease(source);
return error;
}
ANGLE_TRY(storage9->getSurfaceLevel(context, target, level, true, &destSurface));
ASSERT(destSurface);
gl::Error result =
copy(source, nullptr, sourceRect, destFormat, destOffset, destSurface, false, false, false);
SafeRelease(destSurface);
SafeRelease(source);
return result;
return copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset,
destSurface.Get(), false, false, false);
}
gl::Error Blit9::copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
angle::Result Blit9::copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ANGLE_TRY(initialize());
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
const TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(const_cast<TextureD3D *>(sourceD3D)->getNativeTexture(context, &sourceStorage));
ANGLE_TRY_HANDLE(context, sourceD3D->getNativeTexture(context, &sourceStorage));
TextureStorage9_2D *sourceStorage9 = GetAs<TextureStorage9_2D>(sourceStorage);
ASSERT(sourceStorage9);
......@@ -354,37 +322,27 @@ gl::Error Blit9::copyTexture(const gl::Context *context,
IDirect3DBaseTexture9 *sourceTexture = nullptr;
ANGLE_TRY(sourceStorage9->getBaseTexture(context, &sourceTexture));
IDirect3DSurface9 *sourceSurface = nullptr;
angle::ComPtr<IDirect3DSurface9> sourceSurface = nullptr;
ANGLE_TRY(sourceStorage9->getSurfaceLevel(context, gl::TextureTarget::_2D, sourceLevel, true,
&sourceSurface));
IDirect3DSurface9 *destSurface = nullptr;
gl::Error error =
destStorage9->getSurfaceLevel(context, destTarget, destLevel, true, &destSurface);
if (error.isError())
{
SafeRelease(sourceSurface);
return error;
}
error = copy(sourceSurface, sourceTexture, sourceRect, destFormat, destOffset, destSurface,
flipY, premultiplyAlpha, unmultiplyAlpha);
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
ANGLE_TRY(destStorage9->getSurfaceLevel(context, destTarget, destLevel, true, &destSurface));
SafeRelease(sourceSurface);
SafeRelease(destSurface);
return error;
return copy(context9, sourceSurface.Get(), sourceTexture, sourceRect, destFormat, destOffset,
destSurface.Get(), flipY, premultiplyAlpha, unmultiplyAlpha);
}
gl::Error Blit9::copy(IDirect3DSurface9 *source,
IDirect3DBaseTexture9 *sourceTexture,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
angle::Result Blit9::copy(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DBaseTexture9 *sourceTexture,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ASSERT(source != nullptr && dest != nullptr);
......@@ -402,61 +360,46 @@ gl::Error Blit9::copy(IDirect3DSurface9 *source,
{
RECT destRect = { destOffset.x, destOffset.y, destOffset.x + (sourceRect.right - sourceRect.left), destOffset.y + (sourceRect.bottom - sourceRect.top)};
HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
ANGLE_TRY_HR(context9, result, "StretchRect failed to blit between textures");
return angle::Result::Continue();
}
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory()
<< "Failed to blit between textures, StretchRect " << gl::FmtHR(result);
}
angle::ComPtr<IDirect3DBaseTexture9> texture = sourceTexture;
RECT adjustedSourceRect = sourceRect;
gl::Extents sourceSize(sourceDesc.Width, sourceDesc.Height, 1);
return gl::NoError();
}
else
if (texture == nullptr)
{
IDirect3DBaseTexture9 *texture = sourceTexture;
RECT adjustedSourceRect = sourceRect;
gl::Extents sourceSize(sourceDesc.Width, sourceDesc.Height, 1);
if (texture == nullptr)
{
ANGLE_TRY(copySurfaceToTexture(source, sourceRect, &texture));
// copySurfaceToTexture only copies in the sourceRect area of the source surface.
// Adjust sourceRect so that it is now covering the entire source texture
adjustedSourceRect.left = 0;
adjustedSourceRect.right = sourceRect.right - sourceRect.left;
adjustedSourceRect.top = 0;
adjustedSourceRect.bottom = sourceRect.bottom - sourceRect.top;
sourceSize.width = sourceRect.right - sourceRect.left;
sourceSize.height = sourceRect.bottom - sourceRect.top;
}
else
{
texture->AddRef();
}
gl::Error error = formatConvert(texture, adjustedSourceRect, sourceSize, destFormat,
destOffset, dest, flipY, premultiplyAlpha, unmultiplyAlpha);
SafeRelease(texture);
return error;
ANGLE_TRY(copySurfaceToTexture(context9, source, sourceRect, &texture));
// copySurfaceToTexture only copies in the sourceRect area of the source surface.
// Adjust sourceRect so that it is now covering the entire source texture
adjustedSourceRect.left = 0;
adjustedSourceRect.right = sourceRect.right - sourceRect.left;
adjustedSourceRect.top = 0;
adjustedSourceRect.bottom = sourceRect.bottom - sourceRect.top;
sourceSize.width = sourceRect.right - sourceRect.left;
sourceSize.height = sourceRect.bottom - sourceRect.top;
}
ANGLE_TRY(formatConvert(context9, texture.Get(), adjustedSourceRect, sourceSize, destFormat,
destOffset, dest, flipY, premultiplyAlpha, unmultiplyAlpha));
return angle::Result::Continue();
}
gl::Error Blit9::formatConvert(IDirect3DBaseTexture9 *source,
const RECT &sourceRect,
const gl::Extents &sourceSize,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
angle::Result Blit9::formatConvert(Context9 *context9,
IDirect3DBaseTexture9 *source,
const RECT &sourceRect,
const gl::Extents &sourceSize,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ANGLE_TRY(initialize());
ANGLE_TRY(initialize(context9));
IDirect3DDevice9 *device = mRenderer->getDevice();
......@@ -475,23 +418,25 @@ gl::Error Blit9::formatConvert(IDirect3DBaseTexture9 *source,
setCommonBlitState();
gl::Error error = setFormatConvertShaders(destFormat, flipY, premultiplyAlpha, unmultiplyAlpha);
if (!error.isError())
angle::Result result =
setFormatConvertShaders(context9, destFormat, flipY, premultiplyAlpha, unmultiplyAlpha);
if (result == angle::Result::Continue())
{
render();
}
restoreState();
return error;
return result;
}
gl::Error Blit9::setFormatConvertShaders(GLenum destFormat,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
angle::Result Blit9::setFormatConvertShaders(Context9 *context9,
GLenum destFormat,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ANGLE_TRY(setVertexShader(SHADER_VS_STANDARD));
ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD));
switch (destFormat)
{
......@@ -503,16 +448,16 @@ gl::Error Blit9::setFormatConvertShaders(GLenum destFormat,
case GL_ALPHA:
if (premultiplyAlpha == unmultiplyAlpha)
{
ANGLE_TRY(setPixelShader(SHADER_PS_COMPONENTMASK));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK));
}
else if (premultiplyAlpha)
{
ANGLE_TRY(setPixelShader(SHADER_PS_COMPONENTMASK_PREMULTIPLY_ALPHA));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_PREMULTIPLY_ALPHA));
}
else
{
ASSERT(unmultiplyAlpha);
ANGLE_TRY(setPixelShader(SHADER_PS_COMPONENTMASK_UNMULTIPLY_ALPHA));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_UNMULTIPLY_ALPHA));
}
break;
......@@ -520,16 +465,16 @@ gl::Error Blit9::setFormatConvertShaders(GLenum destFormat,
case GL_LUMINANCE_ALPHA:
if (premultiplyAlpha == unmultiplyAlpha)
{
ANGLE_TRY(setPixelShader(SHADER_PS_LUMINANCE));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE));
}
else if (premultiplyAlpha)
{
ANGLE_TRY(setPixelShader(SHADER_PS_LUMINANCE_PREMULTIPLY_ALPHA));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_PREMULTIPLY_ALPHA));
}
else
{
ASSERT(unmultiplyAlpha);
ANGLE_TRY(setPixelShader(SHADER_PS_LUMINANCE_UNMULTIPLY_ALPHA));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_UNMULTIPLY_ALPHA));
}
break;
......@@ -631,12 +576,13 @@ gl::Error Blit9::setFormatConvertShaders(GLenum destFormat,
mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2);
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Blit9::copySurfaceToTexture(IDirect3DSurface9 *surface,
const RECT &sourceRect,
IDirect3DBaseTexture9 **outTexture)
angle::Result Blit9::copySurfaceToTexture(Context9 *context9,
IDirect3DSurface9 *surface,
const RECT &sourceRect,
angle::ComPtr<IDirect3DBaseTexture9> *outTexture)
{
ASSERT(surface);
......@@ -646,44 +592,22 @@ gl::Error Blit9::copySurfaceToTexture(IDirect3DSurface9 *surface,
surface->GetDesc(&sourceDesc);
// Copy the render target into a texture
IDirect3DTexture9 *texture;
angle::ComPtr<IDirect3DTexture9> texture;
HRESULT result = device->CreateTexture(
sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1,
D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, nullptr);
ANGLE_TRY_HR(context9, result, "Failed to allocate internal texture for blit");
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory() << "Failed to allocate internal texture for blit, "
<< gl::FmtHR(result);
}
IDirect3DSurface9 *textureSurface;
angle::ComPtr<IDirect3DSurface9> textureSurface;
result = texture->GetSurfaceLevel(0, &textureSurface);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
SafeRelease(texture);
return gl::OutOfMemory() << "Failed to query surface of internal blit texture, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to query surface of internal blit texture");
mRenderer->endScene();
result = device->StretchRect(surface, &sourceRect, textureSurface, nullptr, D3DTEXF_NONE);
SafeRelease(textureSurface);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
SafeRelease(texture);
return gl::OutOfMemory() << "Failed to copy between internal blit textures, "
<< gl::FmtHR(result);
}
result = device->StretchRect(surface, &sourceRect, textureSurface.Get(), nullptr, D3DTEXF_NONE);
ANGLE_TRY_HR(context9, result, "Failed to copy between internal blit textures");
*outTexture = texture;
return gl::NoError();
return angle::Result::Continue();
}
void Blit9::setViewportAndShaderConstants(const RECT &sourceRect,
......
......@@ -24,6 +24,7 @@ struct Offset;
namespace rx
{
class Context9;
class Renderer9;
class TextureStorage;
......@@ -33,41 +34,41 @@ class Blit9 : angle::NonCopyable
explicit Blit9(Renderer9 *renderer);
~Blit9();
gl::Error initialize();
angle::Result initialize(Context9 *context9);
// Copy from source surface to dest surface.
// sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
gl::Error copy2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level);
gl::Error copyCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level);
gl::Error copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
angle::Result copy2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level);
angle::Result copyCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level);
angle::Result copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
// 2x2 box filter sample from source to dest.
// Requires that source is RGB(A) and dest has the same format as source.
gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
angle::Result boxFilter(Context9 *context9, IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
private:
Renderer9 *mRenderer;
......@@ -80,32 +81,36 @@ class Blit9 : angle::NonCopyable
// sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
// source is interpreted as RGBA and destFormat specifies the desired result format. For
// example, if destFormat = GL_RGB, the alpha channel will be forced to 0.
gl::Error formatConvert(IDirect3DBaseTexture9 *source,
const RECT &sourceRect,
const gl::Extents &sourceSize,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
gl::Error setFormatConvertShaders(GLenum destFormat,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
gl::Error copy(IDirect3DSurface9 *source,
IDirect3DBaseTexture9 *sourceTexture,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
gl::Error copySurfaceToTexture(IDirect3DSurface9 *surface,
const RECT &sourceRect,
IDirect3DBaseTexture9 **outTexture);
angle::Result formatConvert(Context9 *context9,
IDirect3DBaseTexture9 *source,
const RECT &sourceRect,
const gl::Extents &sourceSize,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
angle::Result setFormatConvertShaders(Context9 *context9,
GLenum destFormat,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
angle::Result copy(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DBaseTexture9 *sourceTexture,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha);
angle::Result copySurfaceToTexture(Context9 *context9,
IDirect3DSurface9 *surface,
const RECT &sourceRect,
angle::ComPtr<IDirect3DBaseTexture9> *outTexture);
void setViewportAndShaderConstants(const RECT &sourceRect,
const gl::Extents &sourceSize,
const RECT &destRect,
......@@ -132,15 +137,17 @@ class Blit9 : angle::NonCopyable
IUnknown *mCompiledShaders[SHADER_COUNT];
template <class D3DShaderType>
gl::Error setShader(ShaderId source,
const char *profile,
gl::Error (Renderer9::*createShader)(const DWORD *,
size_t length,
D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *));
gl::Error setVertexShader(ShaderId shader);
gl::Error setPixelShader(ShaderId shader);
angle::Result setShader(Context9 *,
ShaderId source,
const char *profile,
angle::Result (Renderer9::*createShader)(Context9 *context9,
const DWORD *,
size_t length,
D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *));
angle::Result setVertexShader(Context9 *context9, ShaderId shader);
angle::Result setPixelShader(Context9 *context9, ShaderId shader);
void render();
void saveState();
......
......@@ -138,12 +138,12 @@ std::vector<PathImpl *> Context9::createPaths(GLsizei)
gl::Error Context9::flush(const gl::Context *context)
{
return mRenderer->flush();
return mRenderer->flush(context);
}
gl::Error Context9::finish(const gl::Context *context)
{
return mRenderer->finish();
return mRenderer->finish(context);
}
gl::Error Context9::drawArrays(const gl::Context *context,
......@@ -334,4 +334,26 @@ gl::Error Context9::getIncompleteTexture(const gl::Context *context,
{
return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}
void Context9::handleError(HRESULT hr,
const char *message,
const char *file,
const char *function,
unsigned int line)
{
ASSERT(FAILED(hr));
if (d3d9::isDeviceLostError(hr))
{
mRenderer->notifyDeviceLost();
}
GLenum glErrorCode = DefaultGLErrorCode(hr);
std::stringstream errorStream;
errorStream << "Internal D3D9 error: " << gl::FmtHR(hr) << ", in " << file << ", " << function
<< ":" << line << ". " << message;
mErrors->handleError(gl::Error(glErrorCode, glErrorCode, errorStream.str()));
}
} // namespace rx
......@@ -151,6 +151,12 @@ class Context9 : public ContextImpl
gl::TextureType type,
gl::Texture **textureOut);
void handleError(HRESULT hr,
const char *message,
const char *file,
const char *function,
unsigned int line);
private:
Renderer9 *mRenderer;
IncompleteTextureSet mIncompleteTextures;
......
......@@ -7,8 +7,11 @@
// Fence9.cpp: Defines the rx::FenceNV9 class.
#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
namespace rx
{
......@@ -26,11 +29,7 @@ gl::Error FenceNV9::set(const gl::Context *context, GLenum condition)
{
if (!mQuery)
{
gl::Error error = mRenderer->allocateEventQuery(&mQuery);
if (error.isError())
{
return error;
}
ANGLE_TRY(mRenderer->allocateEventQuery(context, &mQuery));
}
HRESULT result = mQuery->Issue(D3DISSUE_END);
......@@ -46,7 +45,7 @@ gl::Error FenceNV9::set(const gl::Context *context, GLenum condition)
gl::Error FenceNV9::test(const gl::Context *context, GLboolean *outFinished)
{
return testHelper(true, outFinished);
return testHelper(GetImplAs<Context9>(context), true, outFinished);
}
gl::Error FenceNV9::finish(const gl::Context *context)
......@@ -54,38 +53,25 @@ gl::Error FenceNV9::finish(const gl::Context *context)
GLboolean finished = GL_FALSE;
while (finished != GL_TRUE)
{
gl::Error error = testHelper(true, &finished);
if (error.isError())
{
return error;
}
ANGLE_TRY(testHelper(GetImplAs<Context9>(context), true, &finished));
Sleep(0);
}
return gl::NoError();
}
gl::Error FenceNV9::testHelper(bool flushCommandBuffer, GLboolean *outFinished)
angle::Result FenceNV9::testHelper(Context9 *context9,
bool flushCommandBuffer,
GLboolean *outFinished)
{
ASSERT(mQuery);
DWORD getDataFlags = (flushCommandBuffer ? D3DGETDATA_FLUSH : 0);
HRESULT result = mQuery->GetData(nullptr, 0, getDataFlags);
if (d3d9::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return gl::OutOfMemory() << "Device was lost while querying result of an event query.";
}
else if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to get query data, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to get query data");
ASSERT(result == S_OK || result == S_FALSE);
*outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
return gl::NoError();
return angle::Result::Continue();
}
} // namespace rx
......@@ -14,6 +14,7 @@
namespace rx
{
class Context9;
class Renderer9;
class FenceNV9 : public FenceNVImpl
......@@ -27,7 +28,7 @@ class FenceNV9 : public FenceNVImpl
gl::Error finish(const gl::Context *context) override;
private:
gl::Error testHelper(bool flushCommandBuffer, GLboolean *outFinished);
angle::Result testHelper(Context9 *context9, bool flushCommandBuffer, GLboolean *outFinished);
Renderer9 *mRenderer;
IDirect3DQuery9 *mQuery;
......
......@@ -71,8 +71,9 @@ gl::Error Framebuffer9::clearImpl(const gl::Context *context, const ClearParamet
mRenderer->setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled());
return mRenderer->clear(context, clearParams, mRenderTargetCache.getColors()[0],
mRenderTargetCache.getDepthStencil());
mRenderer->clear(clearParams, mRenderTargetCache.getColors()[0],
mRenderTargetCache.getDepthStencil());
return gl::NoError();
}
gl::Error Framebuffer9::readPixelsImpl(const gl::Context *context,
......
......@@ -8,12 +8,15 @@
// the actual underlying surfaces of a Texture.
#include "libANGLE/renderer/d3d/d3d9/Image9.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/copyvertex.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
......@@ -39,27 +42,22 @@ Image9::~Image9()
SafeRelease(mSurface);
}
gl::Error Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface)
// static
angle::Result Image9::GenerateMip(Context9 *context9,
IDirect3DSurface9 *destSurface,
IDirect3DSurface9 *sourceSurface)
{
D3DSURFACE_DESC destDesc;
HRESULT result = destSurface->GetDesc(&destDesc);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Failed to query the source surface description for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result,
"Failed to query the source surface description for mipmap generation");
D3DSURFACE_DESC sourceDesc;
result = sourceSurface->GetDesc(&sourceDesc);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Failed to query the destination surface description for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result,
"Failed to query the destination surface description for mipmap generation");
ASSERT(sourceDesc.Format == destDesc.Format);
ASSERT(sourceDesc.Width == 1 || sourceDesc.Width / 2 == destDesc.Width);
......@@ -71,21 +69,12 @@ gl::Error Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9
D3DLOCKED_RECT sourceLocked = {0};
result = sourceSurface->LockRect(&sourceLocked, nullptr, D3DLOCK_READONLY);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to lock the source surface for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock the source surface for mipmap generation");
D3DLOCKED_RECT destLocked = {0};
result = destSurface->LockRect(&destLocked, nullptr, 0);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
sourceSurface->UnlockRect();
return gl::OutOfMemory() << "Failed to lock the destination surface for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock the destination surface for mipmap generation");
const uint8_t *sourceData = static_cast<const uint8_t *>(sourceLocked.pBits);
uint8_t *destData = static_cast<uint8_t *>(destLocked.pBits);
......@@ -99,25 +88,29 @@ gl::Error Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9
destSurface->UnlockRect();
sourceSurface->UnlockRect();
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::generateMipmap(Image9 *dest, Image9 *source)
// static
angle::Result Image9::GenerateMipmap(Context9 *context9, Image9 *dest, Image9 *source)
{
IDirect3DSurface9 *sourceSurface = nullptr;
ANGLE_TRY(source->getSurface(&sourceSurface));
ANGLE_TRY(source->getSurface(context9, &sourceSurface));
IDirect3DSurface9 *destSurface = nullptr;
ANGLE_TRY(dest->getSurface(&destSurface));
ANGLE_TRY(dest->getSurface(context9, &destSurface));
ANGLE_TRY(generateMip(destSurface, sourceSurface));
ANGLE_TRY(GenerateMip(context9, destSurface, sourceSurface));
dest->markDirty();
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source)
// static
angle::Result Image9::CopyLockableSurfaces(Context9 *context9,
IDirect3DSurface9 *dest,
IDirect3DSurface9 *source)
{
D3DLOCKED_RECT sourceLock = {0};
D3DLOCKED_RECT destLock = {0};
......@@ -125,17 +118,14 @@ gl::Error Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface
HRESULT result;
result = source->LockRect(&sourceLock, nullptr, 0);
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to lock source surface for copy, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock source surface for copy");
result = dest->LockRect(&destLock, nullptr, 0);
if (FAILED(result))
{
source->UnlockRect();
return gl::OutOfMemory() << "Failed to lock source surface for copy, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock destination surface for copy");
ASSERT(sourceLock.pBits && destLock.pBits);
......@@ -157,55 +147,44 @@ gl::Error Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface
source->UnlockRect();
dest->UnlockRect();
return gl::NoError();
return angle::Result::Continue();
}
// static
gl::Error Image9::CopyImage(const gl::Context *context,
Image9 *dest,
Image9 *source,
const gl::Rectangle &sourceRect,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha)
angle::Result Image9::CopyImage(const gl::Context *context,
Image9 *dest,
Image9 *source,
const gl::Rectangle &sourceRect,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha)
{
Context9 *context9 = GetImplAs<Context9>(context);
IDirect3DSurface9 *sourceSurface = nullptr;
ANGLE_TRY(source->getSurface(&sourceSurface));
ANGLE_TRY(source->getSurface(context9, &sourceSurface));
IDirect3DSurface9 *destSurface = nullptr;
ANGLE_TRY(dest->getSurface(&destSurface));
ANGLE_TRY(dest->getSurface(context9, &destSurface));
D3DSURFACE_DESC destDesc;
HRESULT result = destSurface->GetDesc(&destDesc);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Failed to query the source surface description for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to query the source surface description for CopyImage");
const d3d9::D3DFormat &destD3DFormatInfo = d3d9::GetD3DFormatInfo(destDesc.Format);
D3DSURFACE_DESC sourceDesc;
result = sourceSurface->GetDesc(&sourceDesc);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Failed to query the destination surface description for mipmap generation, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result,
"Failed to query the destination surface description for CopyImage");
const d3d9::D3DFormat &sourceD3DFormatInfo = d3d9::GetD3DFormatInfo(sourceDesc.Format);
D3DLOCKED_RECT sourceLocked = {0};
result = sourceSurface->LockRect(&sourceLocked, nullptr, D3DLOCK_READONLY);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to lock the source surface for CopyImage, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock the source surface for CopyImage");
D3DLOCKED_RECT destLocked = {0};
result = destSurface->LockRect(&destLocked, nullptr, 0);
......@@ -213,9 +192,8 @@ gl::Error Image9::CopyImage(const gl::Context *context,
if (FAILED(result))
{
sourceSurface->UnlockRect();
return gl::OutOfMemory() << "Failed to lock the destination surface for CopyImage, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock the destination surface for CopyImage");
const uint8_t *sourceData = static_cast<const uint8_t *>(sourceLocked.pBits) +
sourceRect.x * sourceD3DFormatInfo.pixelBytes +
......@@ -235,7 +213,7 @@ gl::Error Image9::CopyImage(const gl::Context *context,
destSurface->UnlockRect();
sourceSurface->UnlockRect();
return gl::NoError();
return angle::Result::Continue();
}
bool Image9::redefine(gl::TextureType type,
......@@ -275,11 +253,11 @@ bool Image9::redefine(gl::TextureType type,
return false;
}
gl::Error Image9::createSurface()
angle::Result Image9::createSurface(Context9 *context9)
{
if (mSurface)
{
return gl::NoError();
return angle::Result::Continue();
}
IDirect3DTexture9 *newTexture = nullptr;
......@@ -299,11 +277,7 @@ gl::Error Image9::createSurface()
HRESULT result = device->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, 0,
d3dFormat, poolToUse, &newTexture, nullptr);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory() << "Failed to create image surface, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to create image surface");
newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
SafeRelease(newTexture);
......@@ -320,20 +294,14 @@ gl::Error Image9::createSurface()
D3DLOCKED_RECT lockedRect;
result = newSurface->LockRect(&lockedRect, &entireRect, 0);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to lock image surface, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock image surface");
d3dFormatInfo.dataInitializerFunction(
mWidth, mHeight, 1, static_cast<uint8_t *>(lockedRect.pBits), lockedRect.Pitch, 0);
result = newSurface->UnlockRect();
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to unlock image surface, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to unlock image surface");
}
}
......@@ -341,30 +309,22 @@ gl::Error Image9::createSurface()
mDirty = false;
mD3DPool = poolToUse;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::lock(D3DLOCKED_RECT *lockedRect, const RECT &rect)
angle::Result Image9::lock(Context9 *context9, D3DLOCKED_RECT *lockedRect, const RECT &rect)
{
gl::Error error = createSurface();
if (error.isError())
{
return error;
}
ANGLE_TRY(createSurface(context9));
if (mSurface)
{
HRESULT result = mSurface->LockRect(lockedRect, &rect, 0);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to lock image surface, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to lock image surface");
mDirty = true;
}
return gl::NoError();
return angle::Result::Continue();
}
void Image9::unlock()
......@@ -394,16 +354,11 @@ bool Image9::isDirty() const
mDirty;
}
gl::Error Image9::getSurface(IDirect3DSurface9 **outSurface)
angle::Result Image9::getSurface(Context9 *context9, IDirect3DSurface9 **outSurface)
{
gl::Error error = createSurface();
if (error.isError())
{
return error;
}
ANGLE_TRY(createSurface(context9));
*outSurface = mSurface;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::setManagedSurface2D(const gl::Context *context,
......@@ -412,13 +367,8 @@ gl::Error Image9::setManagedSurface2D(const gl::Context *context,
{
IDirect3DSurface9 *surface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
gl::Error error =
storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, false, &surface);
if (error.isError())
{
return error;
}
return setManagedSurface(surface);
ANGLE_TRY(storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, false, &surface));
return setManagedSurface(GetImplAs<Context9>(context), surface);
}
gl::Error Image9::setManagedSurfaceCube(const gl::Context *context,
......@@ -428,16 +378,12 @@ gl::Error Image9::setManagedSurfaceCube(const gl::Context *context,
{
IDirect3DSurface9 *surface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
gl::Error error = storage9->getSurfaceLevel(context, gl::CubeFaceIndexToTextureTarget(face),
level, false, &surface);
if (error.isError())
{
return error;
}
return setManagedSurface(surface);
ANGLE_TRY(storage9->getSurfaceLevel(context, gl::CubeFaceIndexToTextureTarget(face), level,
false, &surface));
return setManagedSurface(GetImplAs<Context9>(context), surface);
}
gl::Error Image9::setManagedSurface(IDirect3DSurface9 *surface)
angle::Result Image9::setManagedSurface(Context9 *context9, IDirect3DSurface9 *surface)
{
D3DSURFACE_DESC desc;
surface->GetDesc(&desc);
......@@ -447,19 +393,16 @@ gl::Error Image9::setManagedSurface(IDirect3DSurface9 *surface)
{
if (mSurface)
{
gl::Error error = copyLockableSurfaces(surface, mSurface);
angle::Result result = CopyLockableSurfaces(context9, surface, mSurface);
SafeRelease(mSurface);
if (error.isError())
{
return error;
}
ANGLE_TRY(result);
}
mSurface = surface;
mD3DPool = desc.Pool;
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::copyToStorage(const gl::Context *context,
......@@ -467,29 +410,27 @@ gl::Error Image9::copyToStorage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &region)
{
ANGLE_TRY(createSurface());
ANGLE_TRY(createSurface(GetImplAs<Context9>(context)));
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
IDirect3DSurface9 *destSurface = nullptr;
ANGLE_TRY(storage9->getSurfaceLevel(context, index.getTarget(), index.getLevelIndex(), true,
&destSurface));
gl::Error error = copyToSurface(destSurface, region);
angle::Result result = copyToSurface(GetImplAs<Context9>(context), destSurface, region);
SafeRelease(destSurface);
return error;
return result;
}
gl::Error Image9::copyToSurface(IDirect3DSurface9 *destSurface, const gl::Box &area)
angle::Result Image9::copyToSurface(Context9 *context9,
IDirect3DSurface9 *destSurface,
const gl::Box &area)
{
ASSERT(area.width > 0 && area.height > 0 && area.depth == 1);
ASSERT(destSurface);
IDirect3DSurface9 *sourceSurface = nullptr;
gl::Error error = getSurface(&sourceSurface);
if (error.isError())
{
return error;
}
ANGLE_TRY(getSurface(context9, &sourceSurface));
ASSERT(sourceSurface && sourceSurface != destSurface);
......@@ -511,34 +452,24 @@ gl::Error Image9::copyToSurface(IDirect3DSurface9 *destSurface, const gl::Box &a
IDirect3DSurface9 *surf = 0;
HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
D3DPOOL_SYSTEMMEM, &surf, nullptr);
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Internal CreateOffscreenPlainSurface call failed, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Internal CreateOffscreenPlainSurface call failed");
auto err = copyLockableSurfaces(surf, sourceSurface);
auto err = CopyLockableSurfaces(context9, surf, sourceSurface);
result = device->UpdateSurface(surf, &rect, destSurface, &point);
SafeRelease(surf);
ANGLE_TRY(err);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Internal UpdateSurface call failed, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Internal UpdateSurface call failed");
}
else
{
// UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools
HRESULT result = device->UpdateSurface(sourceSurface, &rect, destSurface, &point);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Internal UpdateSurface call failed, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Internal UpdateSurface call failed");
}
return gl::NoError();
return angle::Result::Continue();
}
// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
......@@ -571,11 +502,7 @@ gl::Error Image9::loadData(const gl::Context *context,
};
D3DLOCKED_RECT locked;
gl::Error error = lock(&locked, lockRect);
if (error.isError())
{
return error;
}
ANGLE_TRY(lock(GetImplAs<Context9>(context), &locked, lockRect));
d3dFormatInfo.loadFunction(area.width, area.height, area.depth,
static_cast<const uint8_t *>(input), inputRowPitch, 0,
......@@ -616,11 +543,7 @@ gl::Error Image9::loadCompressedData(const gl::Context *context,
};
D3DLOCKED_RECT locked;
gl::Error error = lock(&locked, lockRect);
if (error.isError())
{
return error;
}
ANGLE_TRY(lock(GetImplAs<Context9>(context), &locked, lockRect));
d3d9FormatInfo.loadFunction(area.width, area.height, area.depth,
static_cast<const uint8_t *>(input), inputRowPitch, inputDepthPitch,
......@@ -632,9 +555,10 @@ gl::Error Image9::loadCompressedData(const gl::Context *context,
}
// This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
gl::Error Image9::copyFromRTInternal(const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
RenderTargetD3D *source)
angle::Result Image9::copyFromRTInternal(Context9 *context9,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
RenderTargetD3D *source)
{
ASSERT(source);
......@@ -643,35 +567,24 @@ gl::Error Image9::copyFromRTInternal(const gl::Offset &destOffset,
RenderTarget9 *renderTarget = GetAs<RenderTarget9>(source);
IDirect3DSurface9 *surface = renderTarget->getSurface();
angle::ComPtr<IDirect3DSurface9> surface = renderTarget->getSurface();
ASSERT(surface);
IDirect3DDevice9 *device = mRenderer->getDevice();
IDirect3DSurface9 *renderTargetData = nullptr;
angle::ComPtr<IDirect3DSurface9> renderTargetData = nullptr;
D3DSURFACE_DESC description;
surface->GetDesc(&description);
HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height,
description.Format, D3DPOOL_SYSTEMMEM,
&renderTargetData, nullptr);
HRESULT hr = device->CreateOffscreenPlainSurface(description.Width, description.Height,
description.Format, D3DPOOL_SYSTEMMEM,
&renderTargetData, nullptr);
if (FAILED(result))
{
SafeRelease(surface);
return gl::OutOfMemory() << "Could not create matching destination surface, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, hr, "Could not create matching destination surface");
result = device->GetRenderTargetData(surface, renderTargetData);
hr = device->GetRenderTargetData(surface.Get(), renderTargetData.Get());
if (FAILED(result))
{
SafeRelease(renderTargetData);
SafeRelease(surface);
return gl::OutOfMemory() << "GetRenderTargetData unexpectedly failed, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, hr, "GetRenderTargetData unexpectedly failed");
int width = sourceArea.width;
int height = sourceArea.height;
......@@ -680,26 +593,17 @@ gl::Error Image9::copyFromRTInternal(const gl::Offset &destOffset,
RECT destRect = { destOffset.x, destOffset.y, destOffset.x + width, destOffset.y + height };
D3DLOCKED_RECT sourceLock = {0};
result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
hr = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
if (FAILED(result))
{
SafeRelease(renderTargetData);
SafeRelease(surface);
return gl::OutOfMemory()
<< "Failed to lock the source surface (rectangle might be invalid), "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, hr, "Failed to lock the source surface (rectangle might be invalid)");
D3DLOCKED_RECT destLock = {0};
gl::Error error = lock(&destLock, destRect);
if (error.isError())
angle::Result result = lock(context9, &destLock, destRect);
if (result == angle::Result::Stop())
{
renderTargetData->UnlockRect();
SafeRelease(renderTargetData);
SafeRelease(surface);
return error;
}
ANGLE_TRY(result);
ASSERT(destLock.pBits && sourceLock.pBits);
......@@ -861,11 +765,8 @@ gl::Error Image9::copyFromRTInternal(const gl::Offset &destOffset,
unlock();
renderTargetData->UnlockRect();
SafeRelease(renderTargetData);
SafeRelease(surface);
mDirty = true;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Image9::copyFromTexStorage(const gl::Context *context,
......@@ -873,14 +774,10 @@ gl::Error Image9::copyFromTexStorage(const gl::Context *context,
TextureStorage *source)
{
RenderTargetD3D *renderTarget = nullptr;
gl::Error error = source->getRenderTarget(context, imageIndex, &renderTarget);
if (error.isError())
{
return error;
}
ANGLE_TRY(source->getRenderTarget(context, imageIndex, &renderTarget));
gl::Rectangle sourceArea(0, 0, mWidth, mHeight);
return copyFromRTInternal(gl::Offset(), sourceArea, renderTarget);
return copyFromRTInternal(GetImplAs<Context9>(context), gl::Offset(), sourceArea, renderTarget);
}
gl::Error Image9::copyFromFramebuffer(const gl::Context *context,
......@@ -892,14 +789,9 @@ gl::Error Image9::copyFromFramebuffer(const gl::Context *context,
ASSERT(srcAttachment);
RenderTargetD3D *renderTarget = nullptr;
gl::Error error = srcAttachment->getRenderTarget(context, &renderTarget);
if (error.isError())
{
return error;
}
ANGLE_TRY(srcAttachment->getRenderTarget(context, &renderTarget));
ASSERT(renderTarget);
return copyFromRTInternal(destOffset, sourceArea, renderTarget);
return copyFromRTInternal(GetImplAs<Context9>(context), destOffset, sourceArea, renderTarget);
}
} // namespace rx
......@@ -20,6 +20,7 @@ class Framebuffer;
namespace rx
{
class Context9;
class Renderer9;
class Image9 : public ImageD3D
......@@ -28,17 +29,21 @@ class Image9 : public ImageD3D
Image9(Renderer9 *renderer);
~Image9() override;
static gl::Error generateMipmap(Image9 *dest, Image9 *source);
static gl::Error generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface);
static gl::Error copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source);
static gl::Error CopyImage(const gl::Context *context,
Image9 *dest,
Image9 *source,
const gl::Rectangle &sourceRect,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
static angle::Result GenerateMipmap(Context9 *context9, Image9 *dest, Image9 *source);
static angle::Result GenerateMip(Context9 *context9,
IDirect3DSurface9 *destSurface,
IDirect3DSurface9 *sourceSurface);
static angle::Result CopyLockableSurfaces(Context9 *context9,
IDirect3DSurface9 *dest,
IDirect3DSurface9 *source);
static angle::Result CopyImage(const gl::Context *context,
Image9 *dest,
Image9 *source,
const gl::Rectangle &sourceRect,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
bool redefine(gl::TextureType type,
GLenum internalformat,
......@@ -80,18 +85,19 @@ class Image9 : public ImageD3D
const gl::Framebuffer *source) override;
private:
gl::Error getSurface(IDirect3DSurface9 **outSurface);
angle::Result getSurface(Context9 *context9, IDirect3DSurface9 **outSurface);
gl::Error createSurface();
gl::Error setManagedSurface(IDirect3DSurface9 *surface);
gl::Error copyToSurface(IDirect3DSurface9 *dest, const gl::Box &area);
angle::Result createSurface(Context9 *context9);
angle::Result setManagedSurface(Context9 *context9, IDirect3DSurface9 *surface);
angle::Result copyToSurface(Context9 *context9, IDirect3DSurface9 *dest, const gl::Box &area);
gl::Error lock(D3DLOCKED_RECT *lockedRect, const RECT &rect);
angle::Result lock(Context9 *context9, D3DLOCKED_RECT *lockedRect, const RECT &rect);
void unlock();
gl::Error copyFromRTInternal(const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
RenderTargetD3D *source);
angle::Result copyFromRTInternal(Context9 *context9,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
RenderTargetD3D *source);
Renderer9 *mRenderer;
......
......@@ -66,6 +66,8 @@
namespace rx
{
namespace
{
enum
{
MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
......@@ -77,6 +79,18 @@ enum
MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
};
template <typename T>
static void DrawPoints(IDirect3DDevice9 *device, GLsizei count, const void *indices, int minIndex)
{
for (int i = 0; i < count; i++)
{
unsigned int indexValue =
static_cast<unsigned int>(static_cast<const T *>(indices)[i]) - minIndex;
device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
}
}
} // anonymous namespace
Renderer9::Renderer9(egl::Display *display) : RendererD3D(display), mStateManager(this)
{
mD3d9Module = nullptr;
......@@ -372,7 +386,6 @@ egl::Error Renderer9::initializeDevice()
ASSERT(!mBlit);
mBlit = new Blit9(this);
ANGLE_TRY(mBlit->initialize());
ASSERT(!mVertexDataManager && !mIndexDataManager);
mIndexDataManager = new IndexDataManager(this);
......@@ -599,14 +612,10 @@ void Renderer9::endScene()
}
}
gl::Error Renderer9::flush()
gl::Error Renderer9::flush(const gl::Context *context)
{
IDirect3DQuery9 *query = nullptr;
gl::Error error = allocateEventQuery(&query);
if (error.isError())
{
return error;
}
ANGLE_TRY(allocateEventQuery(context, &query));
HRESULT result = query->Issue(D3DISSUE_END);
if (FAILED(result))
......@@ -631,14 +640,10 @@ gl::Error Renderer9::flush()
return gl::NoError();
}
gl::Error Renderer9::finish()
gl::Error Renderer9::finish(const gl::Context *context)
{
IDirect3DQuery9 *query = nullptr;
gl::Error error = allocateEventQuery(&query);
if (error.isError())
{
return error;
}
ANGLE_TRY(allocateEventQuery(context, &query));
HRESULT result = query->Issue(D3DISSUE_END);
if (FAILED(result))
......@@ -832,16 +837,12 @@ void *Renderer9::getD3DDevice()
return mDevice;
}
gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery)
angle::Result Renderer9::allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery)
{
if (mEventQueryPool.empty())
{
HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory() << "Failed to allocate event query, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to allocate event query");
}
else
{
......@@ -849,7 +850,7 @@ gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery)
mEventQueryPool.pop_back();
}
return gl::NoError();
return angle::Result::Continue();
}
void Renderer9::freeEventQuery(IDirect3DQuery9 *query)
......@@ -864,18 +865,20 @@ void Renderer9::freeEventQuery(IDirect3DQuery9 *query)
}
}
gl::Error Renderer9::createVertexShader(const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader)
angle::Result Renderer9::createVertexShader(Context9 *context9,
const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader)
{
return mVertexShaderCache.create(function, length, outShader);
return mVertexShaderCache.create(context9, function, length, outShader);
}
gl::Error Renderer9::createPixelShader(const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader)
angle::Result Renderer9::createPixelShader(Context9 *context9,
const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader)
{
return mPixelShaderCache.create(function, length, outShader);
return mPixelShaderCache.create(context9, function, length, outShader);
}
HRESULT Renderer9::createVertexBuffer(UINT Length,
......@@ -933,11 +936,11 @@ gl::Error Renderer9::fastCopyBufferToTexture(const gl::Context *context,
return gl::InternalError();
}
gl::Error Renderer9::setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &samplerState)
angle::Result Renderer9::setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &samplerState)
{
CurSamplerState &appliedSampler = (type == gl::ShaderType::Fragment)
? mCurPixelSamplerStates[index]
......@@ -947,7 +950,7 @@ gl::Error Renderer9::setSamplerState(const gl::Context *context,
TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
TextureStorage *storage = nullptr;
ANGLE_TRY(textureD3D->getNativeTexture(context, &storage));
ANGLE_TRY_HANDLE(context, textureD3D->getNativeTexture(context, &storage));
// Storage should exist, texture should be complete
ASSERT(storage);
......@@ -989,13 +992,13 @@ gl::Error Renderer9::setSamplerState(const gl::Context *context,
appliedSampler.samplerState = samplerState;
appliedSampler.baseLevel = baseLevel;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture)
angle::Result Renderer9::setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture)
{
int d3dSamplerOffset = (type == gl::ShaderType::Fragment) ? 0 : D3DVERTEXTEXTURESAMPLER0;
int d3dSampler = index + d3dSamplerOffset;
......@@ -1010,13 +1013,13 @@ gl::Error Renderer9::setTexture(const gl::Context *context,
TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
TextureStorage *texStorage = nullptr;
ANGLE_TRY(textureImpl->getNativeTexture(context, &texStorage));
ANGLE_TRY_HANDLE(context, textureImpl->getNativeTexture(context, &texStorage));
// Texture should be complete and have a storage
ASSERT(texStorage);
TextureStorage9 *storage9 = GetAs<TextureStorage9>(texStorage);
ANGLE_TRY(storage9->getBaseTexture(context, &d3dTexture));
ANGLE_TRY_HANDLE(context, storage9->getBaseTexture(context, &d3dTexture));
// If we get NULL back from getBaseTexture here, something went wrong
// in the texture class and we're unexpectedly missing the d3d texture
......@@ -1033,10 +1036,10 @@ gl::Error Renderer9::setTexture(const gl::Context *context,
appliedTextures[index] = reinterpret_cast<uintptr_t>(d3dTexture);
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode)
angle::Result Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode drawMode)
{
const auto &glState = context->getGLState();
......@@ -1067,7 +1070,7 @@ gl::Error Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode d
{
ASSERT(firstColorAttachment->isAttached());
RenderTarget9 *renderTarget = nullptr;
ANGLE_TRY(firstColorAttachment->getRenderTarget(context, &renderTarget));
ANGLE_TRY_HANDLE(context, firstColorAttachment->getRenderTarget(context, &renderTarget));
samples = renderTarget->getSamples();
}
gl::RasterizerState rasterizer = glState.getRasterizerState();
......@@ -1078,7 +1081,7 @@ gl::Error Renderer9::updateState(const gl::Context *context, gl::PrimitiveMode d
mStateManager.resetDirtyBits();
return gl::NoError();
return angle::Result::Continue();
}
void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
......@@ -1086,8 +1089,8 @@ void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
mStateManager.setScissorState(scissor, enabled);
}
gl::Error Renderer9::setBlendDepthRasterStates(const gl::Context *context,
gl::PrimitiveMode drawMode)
angle::Result Renderer9::setBlendDepthRasterStates(const gl::Context *context,
gl::PrimitiveMode drawMode)
{
const auto &glState = context->getGLState();
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
......@@ -1101,7 +1104,7 @@ gl::Error Renderer9::setBlendDepthRasterStates(const gl::Context *context,
{
ASSERT(firstColorAttachment->isAttached());
RenderTarget9 *renderTarget = nullptr;
ANGLE_TRY(firstColorAttachment->getRenderTarget(context, &renderTarget));
ANGLE_TRY_HANDLE(context, firstColorAttachment->getRenderTarget(context, &renderTarget));
samples = renderTarget->getSamples();
}
gl::RasterizerState rasterizer = glState.getRasterizerState();
......@@ -1109,7 +1112,8 @@ gl::Error Renderer9::setBlendDepthRasterStates(const gl::Context *context,
rasterizer.multiSample = (samples != 0);
unsigned int mask = GetBlendSampleMask(glState, samples);
return mStateManager.setBlendDepthRasterStates(glState, mask);
mStateManager.setBlendDepthRasterStates(glState, mask);
return angle::Result::Continue();
}
void Renderer9::setViewport(const gl::Rectangle &viewport,
......@@ -1163,9 +1167,9 @@ bool Renderer9::applyPrimitiveType(gl::PrimitiveMode mode, GLsizei count, bool u
return mPrimitiveCount > 0;
}
gl::Error Renderer9::getNullColorRenderTarget(const gl::Context *context,
const RenderTarget9 *depthRenderTarget,
const RenderTarget9 **outColorRenderTarget)
angle::Result Renderer9::getNullColorRenderTarget(const gl::Context *context,
const RenderTarget9 *depthRenderTarget,
const RenderTarget9 **outColorRenderTarget)
{
ASSERT(depthRenderTarget);
......@@ -1180,12 +1184,13 @@ gl::Error Renderer9::getNullColorRenderTarget(const gl::Context *context,
{
mNullRenderTargetCache[i].lruCount = ++mMaxNullColorbufferLRU;
*outColorRenderTarget = mNullRenderTargetCache[i].renderTarget;
return gl::NoError();
return angle::Result::Continue();
}
}
RenderTargetD3D *nullRenderTarget = nullptr;
ANGLE_TRY(createRenderTarget(context, size.width, size.height, GL_NONE, 0, &nullRenderTarget));
ANGLE_TRY_HANDLE(context, createRenderTarget(context, size.width, size.height, GL_NONE, 0,
&nullRenderTarget));
// add nullbuffer to the cache
NullRenderTargetCacheEntry *oldest = &mNullRenderTargetCache[0];
......@@ -1204,12 +1209,12 @@ gl::Error Renderer9::getNullColorRenderTarget(const gl::Context *context,
oldest->height = size.height;
*outColorRenderTarget = oldest->renderTarget;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::applyRenderTarget(const gl::Context *context,
const RenderTarget9 *colorRenderTargetIn,
const RenderTarget9 *depthStencilRenderTarget)
angle::Result Renderer9::applyRenderTarget(const gl::Context *context,
const RenderTarget9 *colorRenderTargetIn,
const RenderTarget9 *depthStencilRenderTarget)
{
// if there is no color attachment we must synthesize a NULL colorattachment
// to keep the D3D runtime happy. This should only be possible if depth texturing.
......@@ -1289,45 +1294,44 @@ gl::Error Renderer9::applyRenderTarget(const gl::Context *context,
mRenderTargetDescInitialized = true;
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::applyVertexBuffer(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData * /*indexInfo*/)
angle::Result Renderer9::applyVertexBuffer(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData * /*indexInfo*/)
{
const gl::State &state = context->getGLState();
gl::Error error = mVertexDataManager->prepareVertexData(context, first, count,
&mTranslatedAttribCache, instances);
if (error.isError())
{
return error;
}
ANGLE_TRY_HANDLE(context, mVertexDataManager->prepareVertexData(
context, first, count, &mTranslatedAttribCache, instances));
return mVertexDeclarationCache.applyDeclaration(
mDevice, mTranslatedAttribCache, state.getProgram(), first, instances, &mRepeatDraw);
return mVertexDeclarationCache.applyDeclaration(context, mDevice, mTranslatedAttribCache,
state.getProgram(), first, instances,
&mRepeatDraw);
}
// Applies the indices and element array bindings to the Direct3D 9 device
gl::Error Renderer9::applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
gl::PrimitiveMode mode,
GLenum type,
TranslatedIndexData *indexInfo)
angle::Result Renderer9::applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
gl::PrimitiveMode mode,
GLenum type,
TranslatedIndexData *indexInfo)
{
gl::VertexArray *vao = context->getGLState().getVertexArray();
gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
GLenum dstType = GL_NONE;
ANGLE_TRY(GetIndexTranslationDestType(context, drawCallParams, false, &dstType));
ANGLE_TRY_HANDLE(context,
GetIndexTranslationDestType(context, drawCallParams, false, &dstType));
ANGLE_TRY(mIndexDataManager->prepareIndexData(context, type, dstType, count, elementArrayBuffer,
indices, indexInfo));
ANGLE_TRY_HANDLE(context,
mIndexDataManager->prepareIndexData(context, type, dstType, count,
elementArrayBuffer, indices, indexInfo));
// Directly binding the storage buffer is not supported for d3d9
ASSERT(indexInfo->storage == nullptr);
......@@ -1340,14 +1344,14 @@ gl::Error Renderer9::applyIndexBuffer(const gl::Context *context,
mAppliedIBSerial = indexInfo->serial;
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei count,
GLsizei instances)
angle::Result Renderer9::drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei count,
GLsizei instances)
{
ASSERT(!context->getGLState().isTransformFeedbackActiveUnpaused());
......@@ -1376,27 +1380,27 @@ gl::Error Renderer9::drawArraysImpl(const gl::Context *context,
mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
}
return gl::NoError();
return angle::Result::Continue();
}
// Regular case
mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
angle::Result Renderer9::drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
TranslatedIndexData indexInfo;
ANGLE_TRY(applyIndexBuffer(context, indices, count, mode, type, &indexInfo));
const auto &drawCallParams = context->getParams<gl::DrawCallParams>();
ANGLE_TRY(drawCallParams.ensureIndexRangeResolved(context));
ANGLE_TRY_HANDLE(context, drawCallParams.ensureIndexRangeResolved(context));
const gl::IndexRange &indexRange = drawCallParams.getIndexRange();
size_t vertexCount = indexRange.vertexCount();
......@@ -1414,28 +1418,27 @@ gl::Error Renderer9::drawElementsImpl(const gl::Context *context,
{
return drawIndexedPoints(context, count, type, indices, minIndex, elementArrayBuffer);
}
else if (mode == gl::PrimitiveMode::LineLoop)
if (mode == gl::PrimitiveMode::LineLoop)
{
return drawLineLoop(context, count, type, indices, minIndex, elementArrayBuffer);
}
else
for (int i = 0; i < mRepeatDraw; i++)
{
for (int i = 0; i < mRepeatDraw; i++)
{
mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
static_cast<UINT>(vertexCount), indexInfo.startIndex,
mPrimitiveCount);
}
return gl::NoError();
mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex,
static_cast<UINT>(vertexCount), indexInfo.startIndex,
mPrimitiveCount);
}
return angle::Result::Continue();
}
gl::Error Renderer9::drawLineLoop(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer)
angle::Result Renderer9::drawLineLoop(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer)
{
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
......@@ -1443,38 +1446,41 @@ gl::Error Renderer9::drawLineLoop(const gl::Context *context,
BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
const uint8_t *bufferData = nullptr;
ANGLE_TRY(storage->getData(context, &bufferData));
ANGLE_TRY_HANDLE(context, storage->getData(context, &bufferData));
indices = bufferData + offset;
}
unsigned int startIndex = 0;
Context9 *context9 = GetImplAs<Context9>(context);
if (getNativeExtensions().elementIndexUint)
{
if (!mLineLoopIB)
{
mLineLoopIB = new StreamingIndexBufferInterface(this);
ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
GL_UNSIGNED_INT));
ANGLE_TRY_HANDLE(context, mLineLoopIB->reserveBufferSpace(
context, INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT));
}
// Checked by Renderer9::applyPrimitiveType
ASSERT(count >= 0);
if (static_cast<unsigned int>(count) + 1 >
(std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
{
return gl::OutOfMemory() << "Failed to create a 32-bit looping index buffer for "
"GL_LINE_LOOP, too many indices required.";
}
ANGLE_CHECK_HR(context9,
static_cast<unsigned int>(count) + 1 <=
(std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)),
"Failed to create a 32-bit looping index buffer for "
"GL_LINE_LOOP, too many indices required.",
E_OUTOFMEMORY);
const unsigned int spaceNeeded =
(static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_INT));
ANGLE_TRY_HANDLE(context,
mLineLoopIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_INT));
void *mappedMemory = nullptr;
unsigned int offset = 0;
ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
ANGLE_TRY_HANDLE(context,
mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
startIndex = static_cast<unsigned int>(offset) / 4;
unsigned int *data = static_cast<unsigned int *>(mappedMemory);
......@@ -1513,34 +1519,36 @@ gl::Error Renderer9::drawLineLoop(const gl::Context *context,
UNREACHABLE();
}
ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
ANGLE_TRY_HANDLE(context, mLineLoopIB->unmapBuffer(context));
}
else
{
if (!mLineLoopIB)
{
mLineLoopIB = new StreamingIndexBufferInterface(this);
ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
GL_UNSIGNED_SHORT));
ANGLE_TRY_HANDLE(context, mLineLoopIB->reserveBufferSpace(
context, INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT));
}
// Checked by Renderer9::applyPrimitiveType
ASSERT(count >= 0);
if (static_cast<unsigned int>(count) + 1 >
(std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
{
return gl::OutOfMemory() << "Failed to create a 16-bit looping index buffer for "
"GL_LINE_LOOP, too many indices required.";
}
ANGLE_CHECK_HR(context9,
static_cast<unsigned int>(count) + 1 <=
(std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)),
"Failed to create a 16-bit looping index buffer for "
"GL_LINE_LOOP, too many indices required.",
E_OUTOFMEMORY);
const unsigned int spaceNeeded =
(static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_SHORT));
ANGLE_TRY_HANDLE(context,
mLineLoopIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_SHORT));
void *mappedMemory = nullptr;
unsigned int offset;
ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
ANGLE_TRY_HANDLE(context,
mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
startIndex = static_cast<unsigned int>(offset) / 2;
unsigned short *data = static_cast<unsigned short *>(mappedMemory);
......@@ -1579,7 +1587,7 @@ gl::Error Renderer9::drawLineLoop(const gl::Context *context,
UNREACHABLE();
}
ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
ANGLE_TRY_HANDLE(context, mLineLoopIB->unmapBuffer(context));
}
if (mAppliedIBSerial != mLineLoopIB->getSerial())
......@@ -1592,31 +1600,15 @@ gl::Error Renderer9::drawLineLoop(const gl::Context *context,
mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
return gl::NoError();
return angle::Result::Continue();
}
template <typename T>
static gl::Error drawPoints(IDirect3DDevice9 *device,
GLsizei count,
const void *indices,
int minIndex)
{
for (int i = 0; i < count; i++)
{
unsigned int indexValue =
static_cast<unsigned int>(static_cast<const T *>(indices)[i]) - minIndex;
device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
}
return gl::NoError();
}
gl::Error Renderer9::drawIndexedPoints(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer)
angle::Result Renderer9::drawIndexedPoints(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer)
{
// Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
// for each individual point. This call is not expected to happen often.
......@@ -1627,32 +1619,31 @@ gl::Error Renderer9::drawIndexedPoints(const gl::Context *context,
intptr_t offset = reinterpret_cast<intptr_t>(indices);
const uint8_t *bufferData = nullptr;
gl::Error error = storage->getData(context, &bufferData);
if (error.isError())
{
return error;
}
ANGLE_TRY_HANDLE(context, storage->getData(context, &bufferData));
indices = bufferData + offset;
}
switch (type)
{
case GL_UNSIGNED_BYTE:
return drawPoints<GLubyte>(mDevice, count, indices, minIndex);
DrawPoints<GLubyte>(mDevice, count, indices, minIndex);
return angle::Result::Continue();
case GL_UNSIGNED_SHORT:
return drawPoints<GLushort>(mDevice, count, indices, minIndex);
DrawPoints<GLushort>(mDevice, count, indices, minIndex);
return angle::Result::Continue();
case GL_UNSIGNED_INT:
return drawPoints<GLuint>(mDevice, count, indices, minIndex);
DrawPoints<GLuint>(mDevice, count, indices, minIndex);
return angle::Result::Continue();
default:
UNREACHABLE();
return gl::InternalError();
context->handleError(gl::InternalError());
return angle::Result::Stop();
}
}
gl::Error Renderer9::getCountingIB(const gl::Context *context,
size_t count,
StaticIndexBufferInterface **outIB)
angle::Result Renderer9::getCountingIB(const gl::Context *context,
size_t count,
StaticIndexBufferInterface **outIB)
{
// Update the counting index buffer if it is not large enough or has not been created yet.
if (count <= 65536) // 16-bit indices
......@@ -1663,10 +1654,12 @@ gl::Error Renderer9::getCountingIB(const gl::Context *context,
{
SafeDelete(mCountingIB);
mCountingIB = new StaticIndexBufferInterface(this);
ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_SHORT));
ANGLE_TRY_HANDLE(
context, mCountingIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_SHORT));
void *mappedMemory = nullptr;
ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
ANGLE_TRY_HANDLE(context,
mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
unsigned short *data = static_cast<unsigned short *>(mappedMemory);
for (size_t i = 0; i < count; i++)
......@@ -1674,7 +1667,7 @@ gl::Error Renderer9::getCountingIB(const gl::Context *context,
data[i] = static_cast<unsigned short>(i);
}
ANGLE_TRY(mCountingIB->unmapBuffer(context));
ANGLE_TRY_HANDLE(context, mCountingIB->unmapBuffer(context));
}
}
else if (getNativeExtensions().elementIndexUint)
......@@ -1685,10 +1678,12 @@ gl::Error Renderer9::getCountingIB(const gl::Context *context,
{
SafeDelete(mCountingIB);
mCountingIB = new StaticIndexBufferInterface(this);
ANGLE_TRY(mCountingIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_INT));
ANGLE_TRY_HANDLE(
context, mCountingIB->reserveBufferSpace(context, spaceNeeded, GL_UNSIGNED_INT));
void *mappedMemory = nullptr;
ANGLE_TRY(mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
ANGLE_TRY_HANDLE(context,
mCountingIB->mapBuffer(context, spaceNeeded, &mappedMemory, nullptr));
unsigned int *data = static_cast<unsigned int *>(mappedMemory);
for (unsigned int i = 0; i < count; i++)
......@@ -1696,37 +1691,39 @@ gl::Error Renderer9::getCountingIB(const gl::Context *context,
data[i] = i;
}
ANGLE_TRY(mCountingIB->unmapBuffer(context));
ANGLE_TRY_HANDLE(context, mCountingIB->unmapBuffer(context));
}
}
else
{
return gl::OutOfMemory()
<< "Could not create a counting index buffer for glDrawArraysInstanced.";
ANGLE_TRY_HR(GetImplAs<Context9>(context), E_OUTOFMEMORY,
"Could not create a counting index buffer for glDrawArraysInstanced.");
}
*outIB = mCountingIB;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode)
angle::Result Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode)
{
const gl::State &state = context->getContextState().getState();
// This method is called single-threaded.
ANGLE_TRY(ensureHLSLCompilerInitialized(context));
ANGLE_TRY_HANDLE(context, ensureHLSLCompilerInitialized(context));
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram());
VertexArray9 *vao = GetImplAs<VertexArray9>(state.getVertexArray());
programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state);
ShaderExecutableD3D *vertexExe = nullptr;
ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(context, &vertexExe, nullptr));
ANGLE_TRY_HANDLE(
context, programD3D->getVertexExecutableForCachedInputLayout(context, &vertexExe, nullptr));
const gl::Framebuffer *drawFramebuffer = state.getDrawFramebuffer();
programD3D->updateCachedOutputLayout(context, drawFramebuffer);
ShaderExecutableD3D *pixelExe = nullptr;
ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(context, &pixelExe, nullptr));
ANGLE_TRY_HANDLE(
context, programD3D->getPixelExecutableForCachedOutputLayout(context, &pixelExe, nullptr));
IDirect3DVertexShader9 *vertexShader =
(vertexExe ? GetAs<ShaderExecutable9>(vertexExe)->getVertexShader() : nullptr);
......@@ -1758,20 +1755,20 @@ gl::Error Renderer9::applyShaders(const gl::Context *context, gl::PrimitiveMode
mAppliedProgramSerial = programSerial;
}
ANGLE_TRY(applyUniforms(programD3D));
applyUniforms(programD3D);
// Driver uniforms
mStateManager.setShaderConstants();
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::applyUniforms(ProgramD3D *programD3D)
void Renderer9::applyUniforms(ProgramD3D *programD3D)
{
// Skip updates if we're not dirty. Note that D3D9 cannot have compute or geometry.
if (!programD3D->anyShaderUniformsDirty())
{
return gl::NoError();
return;
}
const auto &uniformArray = programD3D->getD3DUniforms();
......@@ -1819,7 +1816,6 @@ gl::Error Renderer9::applyUniforms(ProgramD3D *programD3D)
}
programD3D->markUniformsClean();
return gl::NoError();
}
void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v)
......@@ -1871,28 +1867,18 @@ void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v)
applyUniformnfv(targetUniform, (GLfloat *)vector);
}
gl::Error Renderer9::clear(const gl::Context *context,
const ClearParameters &clearParams,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget)
void Renderer9::clear(const ClearParameters &clearParams,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget)
{
if (clearParams.colorType != GL_FLOAT)
{
// Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
UNREACHABLE();
return gl::InternalError();
}
// Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
ASSERT(clearParams.colorType == GL_FLOAT);
// Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
bool clearColor = clearParams.clearColor[0];
for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
{
if (clearParams.clearColor[i] != clearColor)
{
// Clearing individual buffers other than buffer zero is not supported by Renderer9 and
// ES 2.0
UNREACHABLE();
return gl::InternalError();
}
ASSERT(clearParams.clearColor[i] == clearColor);
}
float depth = gl::clamp01(clearParams.depthValue);
......@@ -2109,8 +2095,6 @@ gl::Error Renderer9::clear(const gl::Context *context,
mDevice->Clear(0, nullptr, dxClearFlags, color, depth, stencil);
}
return gl::NoError();
}
void Renderer9::markAllStateDirty()
......@@ -2618,27 +2602,21 @@ gl::Error Renderer9::loadExecutable(const gl::Context *context,
// Transform feedback is not supported in ES2 or D3D9
ASSERT(streamOutVaryings.empty());
Context9 *context9 = GetImplAs<Context9>(context);
switch (type)
{
case gl::ShaderType::Vertex:
{
IDirect3DVertexShader9 *vshader = nullptr;
gl::Error error = createVertexShader((DWORD *)function, length, &vshader);
if (error.isError())
{
return error;
}
ANGLE_TRY(createVertexShader(context9, (DWORD *)function, length, &vshader));
*outExecutable = new ShaderExecutable9(function, length, vshader);
}
break;
case gl::ShaderType::Fragment:
{
IDirect3DPixelShader9 *pshader = nullptr;
gl::Error error = createPixelShader((DWORD *)function, length, &pshader);
if (error.isError())
{
return error;
}
ANGLE_TRY(createPixelShader(context9, (DWORD *)function, length, &pshader));
*outExecutable = new ShaderExecutable9(function, length, pshader);
}
break;
......@@ -2757,9 +2735,11 @@ UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
return new UniformStorageD3D(storageSize);
}
gl::Error Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
angle::Result Renderer9::boxFilter(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DSurface9 *dest)
{
return mBlit->boxFilter(source, dest);
return mBlit->boxFilter(context9, source, dest);
}
D3DPOOL Renderer9::getTexturePool(DWORD usage) const
......@@ -2779,12 +2759,15 @@ D3DPOOL Renderer9::getTexturePool(DWORD usage) const
return D3DPOOL_DEFAULT;
}
gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged)
angle::Result Renderer9::copyToRenderTarget(const gl::Context *context,
IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged)
{
ASSERT(source && dest);
Context9 *context9 = GetImplAs<Context9>(context);
HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
if (fromManaged)
......@@ -2798,7 +2781,7 @@ gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest,
if (SUCCEEDED(result))
{
ANGLE_TRY(Image9::copyLockableSurfaces(surf, source));
ANGLE_TRY(Image9::CopyLockableSurfaces(context9, surf, source));
result = mDevice->UpdateSurface(surf, nullptr, dest, nullptr);
SafeRelease(surf);
}
......@@ -2809,13 +2792,8 @@ gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest,
result = mDevice->StretchRect(source, nullptr, dest, nullptr, D3DTEXF_NONE);
}
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory() << "Failed to blit internal texture, " << gl::FmtHR(result);
}
return gl::NoError();
ANGLE_TRY_HR(context9, result, "Failed to blit internal texture");
return angle::Result::Continue();
}
RendererClass Renderer9::getRendererClass() const
......@@ -2832,7 +2810,7 @@ gl::Error Renderer9::generateMipmap(const gl::Context *context, ImageD3D *dest,
{
Image9 *src9 = GetAs<Image9>(src);
Image9 *dst9 = GetAs<Image9>(dest);
return Image9::generateMipmap(dst9, src9);
return Image9::GenerateMipmap(GetImplAs<Context9>(context), dst9, src9);
}
gl::Error Renderer9::generateMipmapUsingD3D(const gl::Context *context,
......@@ -3023,12 +3001,12 @@ Renderer9::CurSamplerState::CurSamplerState()
{
}
gl::Error Renderer9::genericDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
angle::Result Renderer9::genericDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
const auto &data = context->getContextState();
gl::Program *program = context->getGLState().getProgram();
......@@ -3040,7 +3018,7 @@ gl::Error Renderer9::genericDrawElements(const gl::Context *context,
if (!applyPrimitiveType(mode, count, usesPointSize))
{
return gl::NoError();
return angle::Result::Continue();
}
ANGLE_TRY(updateState(context, mode));
......@@ -3052,14 +3030,14 @@ gl::Error Renderer9::genericDrawElements(const gl::Context *context,
ANGLE_TRY(drawElementsImpl(context, mode, count, type, indices, instances));
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::genericDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances)
angle::Result Renderer9::genericDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances)
{
gl::Program *program = context->getGLState().getProgram();
ASSERT(program != nullptr);
......@@ -3070,7 +3048,7 @@ gl::Error Renderer9::genericDrawArrays(const gl::Context *context,
if (!applyPrimitiveType(mode, count, usesPointSize))
{
return gl::NoError();
return angle::Result::Continue();
}
ANGLE_TRY(updateState(context, mode));
......@@ -3083,7 +3061,7 @@ gl::Error Renderer9::genericDrawArrays(const gl::Context *context,
ANGLE_TRY(drawArraysImpl(context, mode, first, count, instances));
}
return gl::NoError();
return angle::Result::Continue();
}
FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::FramebufferState &state)
......@@ -3160,7 +3138,7 @@ bool Renderer9::canSelectViewInVertexShader() const
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
// Sampler mapping needs to be up-to-date on the program object before this is called.
gl::Error Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType)
angle::Result Renderer9::applyTextures(const gl::Context *context, gl::ShaderType shaderType)
{
const auto &glState = context->getGLState();
const auto &caps = context->getCaps();
......@@ -3197,7 +3175,8 @@ gl::Error Renderer9::applyTextures(const gl::Context *context, gl::ShaderType sh
// Texture is not sampler complete or it is in use by the framebuffer. Bind the
// incomplete texture.
gl::Texture *incompleteTexture = nullptr;
ANGLE_TRY(getIncompleteTexture(context, textureType, &incompleteTexture));
ANGLE_TRY_HANDLE(context,
getIncompleteTexture(context, textureType, &incompleteTexture));
ANGLE_TRY(setSamplerState(context, shaderType, samplerIndex, incompleteTexture,
incompleteTexture->getSamplerState()));
ANGLE_TRY(setTexture(context, shaderType, samplerIndex, incompleteTexture));
......@@ -3215,14 +3194,14 @@ gl::Error Renderer9::applyTextures(const gl::Context *context, gl::ShaderType sh
ANGLE_TRY(setTexture(context, shaderType, static_cast<int>(samplerIndex), nullptr));
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::applyTextures(const gl::Context *context)
angle::Result Renderer9::applyTextures(const gl::Context *context)
{
ANGLE_TRY(applyTextures(context, gl::ShaderType::Vertex));
ANGLE_TRY(applyTextures(context, gl::ShaderType::Fragment));
return gl::NoError();
return angle::Result::Continue();
}
gl::Error Renderer9::getIncompleteTexture(const gl::Context *context,
......@@ -3232,14 +3211,14 @@ gl::Error Renderer9::getIncompleteTexture(const gl::Context *context,
return GetImplAs<Context9>(context)->getIncompleteTexture(context, type, textureOut);
}
gl::Error Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context)
angle::Result Renderer9::ensureVertexDataManagerInitialized(const gl::Context *context)
{
if (!mVertexDataManager)
{
mVertexDataManager = new VertexDataManager(this);
ANGLE_TRY(mVertexDataManager->initialize(context));
ANGLE_TRY_HANDLE(context, mVertexDataManager->initialize(context));
}
return gl::NoError();
return angle::Result::Continue();
}
} // namespace rx
......@@ -79,8 +79,8 @@ class Renderer9 : public RendererD3D
void startScene();
void endScene();
gl::Error flush();
gl::Error finish();
gl::Error flush(const gl::Context *context);
gl::Error finish(const gl::Context *context);
bool isValidNativeWindow(EGLNativeWindowType window) const override;
NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
......@@ -105,32 +105,34 @@ class Renderer9 : public RendererD3D
ContextImpl *createContext(const gl::ContextState &state) override;
gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery);
angle::Result allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery);
void freeEventQuery(IDirect3DQuery9 *query);
// resource creation
gl::Error createVertexShader(const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader);
gl::Error createPixelShader(const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader);
angle::Result createVertexShader(Context9 *context9,
const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader);
angle::Result createPixelShader(Context9 *context9,
const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader);
HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
HRESULT createIndexBuffer(UINT Length,
DWORD Usage,
D3DFORMAT Format,
IDirect3DIndexBuffer9 **ppIndexBuffer);
gl::Error setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
gl::Error setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture);
gl::Error updateState(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
angle::Result setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture);
angle::Result updateState(const gl::Context *context, gl::PrimitiveMode drawMode);
void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
void setViewport(const gl::Rectangle &viewport,
......@@ -140,30 +142,29 @@ class Renderer9 : public RendererD3D
GLenum frontFace,
bool ignoreViewport);
gl::Error applyRenderTarget(const gl::Context *context,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
gl::Error applyUniforms(ProgramD3D *programD3D);
angle::Result applyRenderTarget(const gl::Context *context,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
void applyUniforms(ProgramD3D *programD3D);
bool applyPrimitiveType(gl::PrimitiveMode primitiveType,
GLsizei elementCount,
bool usesPointSize);
gl::Error applyVertexBuffer(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
gl::Error applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
gl::PrimitiveMode mode,
GLenum type,
TranslatedIndexData *indexInfo);
gl::Error clear(const gl::Context *context,
const ClearParameters &clearParams,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
angle::Result applyVertexBuffer(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
angle::Result applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
gl::PrimitiveMode mode,
GLenum type,
TranslatedIndexData *indexInfo);
void clear(const ClearParameters &clearParams,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
void markAllStateDirty();
......@@ -340,7 +341,7 @@ class Renderer9 : public RendererD3D
const gl::Box &destArea) override;
// D3D9-renderer specific methods
gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
angle::Result boxFilter(Context9 *context9, IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
D3DPOOL getTexturePool(DWORD usage) const;
......@@ -358,9 +359,10 @@ class Renderer9 : public RendererD3D
GLsizei instances,
unsigned int *bytesRequiredOut) const override;
gl::Error copyToRenderTarget(IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged);
angle::Result copyToRenderTarget(const gl::Context *context,
IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged);
RendererClass getRendererClass() const override;
......@@ -370,18 +372,18 @@ class Renderer9 : public RendererD3D
StateManager9 *getStateManager() { return &mStateManager; }
gl::Error genericDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances);
angle::Result genericDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances);
gl::Error genericDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances);
angle::Result genericDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances);
// Necessary hack for default framebuffers in D3D.
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
......@@ -402,25 +404,25 @@ class Renderer9 : public RendererD3D
gl::TextureType type,
gl::Texture **textureOut) override;
gl::Error ensureVertexDataManagerInitialized(const gl::Context *context);
angle::Result ensureVertexDataManagerInitialized(const gl::Context *context);
private:
gl::Error drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei count,
GLsizei instances);
gl::Error drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances);
gl::Error applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode);
gl::Error applyTextures(const gl::Context *context);
gl::Error applyTextures(const gl::Context *context, gl::ShaderType shaderType);
angle::Result drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei count,
GLsizei instances);
angle::Result drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances);
angle::Result applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result applyTextures(const gl::Context *context);
angle::Result applyTextures(const gl::Context *context, gl::ShaderType shaderType);
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
......@@ -429,7 +431,7 @@ class Renderer9 : public RendererD3D
angle::WorkaroundsD3D generateWorkarounds() const override;
gl::Error setBlendDepthRasterStates(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result setBlendDepthRasterStates(const gl::Context *context, gl::PrimitiveMode drawMode);
void release();
......@@ -437,26 +439,26 @@ class Renderer9 : public RendererD3D
void applyUniformniv(const D3DUniform *targetUniform, const GLint *v);
void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
gl::Error drawLineLoop(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
gl::Error drawIndexedPoints(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
gl::Error getCountingIB(const gl::Context *context,
size_t count,
StaticIndexBufferInterface **outIB);
gl::Error getNullColorRenderTarget(const gl::Context *context,
const RenderTarget9 *depthRenderTarget,
const RenderTarget9 **outColorRenderTarget);
angle::Result drawLineLoop(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
angle::Result drawIndexedPoints(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
angle::Result getCountingIB(const gl::Context *context,
size_t count,
StaticIndexBufferInterface **outIB);
angle::Result getNullColorRenderTarget(const gl::Context *context,
const RenderTarget9 *depthRenderTarget,
const RenderTarget9 **outColorRenderTarget);
D3DPOOL getBufferPool(DWORD usage) const;
......
......@@ -13,6 +13,7 @@
#include "libANGLE/Error.h"
#include "common/debug.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include <cstddef>
#include <unordered_map>
......@@ -37,7 +38,10 @@ class ShaderCache : angle::NonCopyable
mDevice = device;
}
gl::Error create(const DWORD *function, size_t length, ShaderObject **outShaderObject)
angle::Result create(Context9 *context9,
const DWORD *function,
size_t length,
ShaderObject **outShaderObject)
{
std::string key(reinterpret_cast<const char*>(function), length);
typename Map::iterator it = mMap.find(key);
......@@ -45,15 +49,12 @@ class ShaderCache : angle::NonCopyable
{
it->second->AddRef();
*outShaderObject = it->second;
return gl::NoError();
return angle::Result::Continue();
}
ShaderObject *shader;
HRESULT result = createShader(function, &shader);
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create shader, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(context9, result, "Failed to create shader");
// Random eviction policy.
if (mMap.size() >= kMaxMapSize)
......@@ -66,7 +67,7 @@ class ShaderCache : angle::NonCopyable
mMap[key] = shader;
*outShaderObject = shader;
return gl::NoError();
return angle::Result::Continue();
}
void clear()
......
......@@ -377,8 +377,7 @@ void StateManager9::syncState(const gl::State &state, const gl::State::DirtyBits
}
}
gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState,
unsigned int sampleMask)
void StateManager9::setBlendDepthRasterStates(const gl::State &glState, unsigned int sampleMask)
{
const gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();
......@@ -470,8 +469,6 @@ gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState,
{
setSampleMask(sampleMask);
}
return gl::NoError();
}
void StateManager9::setViewportState(const gl::Rectangle &viewport,
......
......@@ -43,7 +43,7 @@ class StateManager9 final : angle::NonCopyable
void syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits);
gl::Error setBlendDepthRasterStates(const gl::State &glState, unsigned int sampleMask);
void setBlendDepthRasterStates(const gl::State &glState, unsigned int sampleMask);
void setScissorState(const gl::Rectangle &scissor, bool enabled);
void setViewportState(const gl::Rectangle &viewport,
float zNear,
......
......@@ -11,6 +11,7 @@
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Texture.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
......@@ -153,31 +154,21 @@ TextureStorage9_2D::~TextureStorage9_2D()
// Increments refcount on surface.
// caller must Release() the returned surface
gl::Error TextureStorage9_2D::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface)
angle::Result TextureStorage9_2D::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface)
{
ASSERT(target == gl::TextureTarget::_2D);
IDirect3DBaseTexture9 *baseTexture = nullptr;
gl::Error error = getBaseTexture(context, &baseTexture);
if (error.isError())
{
return error;
}
ANGLE_TRY(getBaseTexture(context, &baseTexture));
IDirect3DTexture9 *texture = static_cast<IDirect3DTexture9*>(baseTexture);
HRESULT result = texture->GetSurfaceLevel(level + mTopLevel, outSurface);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to get the surface from a texture, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to get the surface from a texture");
// With managed textures the driver needs to be informed of updates to the lower mipmap levels
if (level + mTopLevel != 0 && isManaged() && dirty)
......@@ -185,7 +176,7 @@ gl::Error TextureStorage9_2D::getSurfaceLevel(const gl::Context *context,
texture->AddDirtyRect(nullptr);
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_2D::getRenderTarget(const gl::Context *context,
......@@ -197,19 +188,11 @@ gl::Error TextureStorage9_2D::getRenderTarget(const gl::Context *context,
if (!mRenderTargets[index.getLevelIndex()] && isRenderTarget())
{
IDirect3DBaseTexture9 *baseTexture = nullptr;
gl::Error error = getBaseTexture(context, &baseTexture);
if (error.isError())
{
return error;
}
ANGLE_TRY(getBaseTexture(context, &baseTexture));
IDirect3DSurface9 *surface = nullptr;
error = getSurfaceLevel(context, gl::TextureTarget::_2D, index.getLevelIndex(), false,
&surface);
if (error.isError())
{
return error;
}
ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, index.getLevelIndex(), false,
&surface));
size_t textureMipLevel = mTopLevel + index.getLevelIndex();
size_t mipWidth = std::max<size_t>(mTextureWidth >> textureMipLevel, 1u);
......@@ -230,34 +213,20 @@ gl::Error TextureStorage9_2D::generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex)
{
IDirect3DSurface9 *upper = nullptr;
gl::Error error = getSurfaceLevel(context, gl::TextureTarget::_2D, sourceIndex.getLevelIndex(),
false, &upper);
if (error.isError())
{
return error;
}
angle::ComPtr<IDirect3DSurface9> upper = nullptr;
ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, sourceIndex.getLevelIndex(), false,
&upper));
IDirect3DSurface9 *lower = nullptr;
error =
getSurfaceLevel(context, gl::TextureTarget::_2D, destIndex.getLevelIndex(), true, &lower);
if (error.isError())
{
SafeRelease(upper);
return error;
}
angle::ComPtr<IDirect3DSurface9> lower = nullptr;
ANGLE_TRY(
getSurfaceLevel(context, gl::TextureTarget::_2D, destIndex.getLevelIndex(), true, &lower));
ASSERT(upper && lower);
error = mRenderer->boxFilter(upper, lower);
SafeRelease(upper);
SafeRelease(lower);
return error;
return mRenderer->boxFilter(GetImplAs<Context9>(context), upper.Get(), lower.Get());
}
gl::Error TextureStorage9_2D::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
angle::Result TextureStorage9_2D::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
{
// if the width or height is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
......@@ -270,17 +239,11 @@ gl::Error TextureStorage9_2D::getBaseTexture(const gl::Context *context,
static_cast<unsigned int>(mTextureHeight),
static_cast<unsigned int>(mMipLevels), getUsage(),
mTextureFormat, getPool(), &mTexture, nullptr);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory()
<< "Failed to create 2D storage texture, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create 2D storage texture");
}
*outTexture = mTexture;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_2D::copyToStorage(const gl::Context *context, TextureStorage *destStorage)
......@@ -292,30 +255,14 @@ gl::Error TextureStorage9_2D::copyToStorage(const gl::Context *context, TextureS
int levels = getLevelCount();
for (int i = 0; i < levels; ++i)
{
IDirect3DSurface9 *srcSurf = nullptr;
gl::Error error = getSurfaceLevel(context, gl::TextureTarget::_2D, i, false, &srcSurf);
if (error.isError())
{
return error;
}
angle::ComPtr<IDirect3DSurface9> srcSurf = nullptr;
ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, i, false, &srcSurf));
IDirect3DSurface9 *dstSurf = nullptr;
error = dest9->getSurfaceLevel(context, gl::TextureTarget::_2D, i, true, &dstSurf);
if (error.isError())
{
SafeRelease(srcSurf);
return error;
}
error = mRenderer->copyToRenderTarget(dstSurf, srcSurf, isManaged());
angle::ComPtr<IDirect3DSurface9> dstSurf = nullptr;
ANGLE_TRY(dest9->getSurfaceLevel(context, gl::TextureTarget::_2D, i, true, &dstSurf));
SafeRelease(srcSurf);
SafeRelease(dstSurf);
if (error.isError())
{
return error;
}
ANGLE_TRY(
mRenderer->copyToRenderTarget(context, dstSurf.Get(), srcSurf.Get(), isManaged()));
}
return gl::NoError();
......@@ -338,26 +285,22 @@ TextureStorage9_EGLImage::~TextureStorage9_EGLImage()
{
}
gl::Error TextureStorage9_EGLImage::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool,
IDirect3DSurface9 **outSurface)
angle::Result TextureStorage9_EGLImage::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool,
IDirect3DSurface9 **outSurface)
{
ASSERT(target == gl::TextureTarget::_2D);
ASSERT(level == 0);
RenderTargetD3D *renderTargetD3D = nullptr;
gl::Error error = mImage->getRenderTarget(context, &renderTargetD3D);
if (error.isError())
{
return error;
}
ANGLE_TRY_HANDLE(context, mImage->getRenderTarget(context, &renderTargetD3D));
RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTargetD3D);
*outSurface = renderTarget9->getSurface();
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_EGLImage::getRenderTarget(const gl::Context *context,
......@@ -370,21 +313,17 @@ gl::Error TextureStorage9_EGLImage::getRenderTarget(const gl::Context *context,
return mImage->getRenderTarget(context, outRT);
}
gl::Error TextureStorage9_EGLImage::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
angle::Result TextureStorage9_EGLImage::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
{
RenderTargetD3D *renderTargetD3D = nullptr;
gl::Error error = mImage->getRenderTarget(context, &renderTargetD3D);
if (error.isError())
{
return error;
}
ANGLE_TRY_HANDLE(context, mImage->getRenderTarget(context, &renderTargetD3D));
RenderTarget9 *renderTarget9 = GetAs<RenderTarget9>(renderTargetD3D);
*outTexture = renderTarget9->getTexture();
ASSERT(*outTexture != nullptr);
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_EGLImage::generateMipmap(const gl::Context *context,
......@@ -404,15 +343,11 @@ gl::Error TextureStorage9_EGLImage::copyToStorage(const gl::Context *context,
TextureStorage9 *dest9 = GetAs<TextureStorage9>(destStorage);
IDirect3DBaseTexture9 *destBaseTexture9 = nullptr;
gl::Error error = dest9->getBaseTexture(context, &destBaseTexture9);
if (error.isError())
{
return error;
}
ANGLE_TRY(dest9->getBaseTexture(context, &destBaseTexture9));
IDirect3DTexture9 *destTexture9 = static_cast<IDirect3DTexture9 *>(destBaseTexture9);
IDirect3DSurface9 *destSurface = nullptr;
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
HRESULT result = destTexture9->GetSurfaceLevel(destStorage->getTopLevel(), &destSurface);
if (FAILED(result))
{
......@@ -421,28 +356,17 @@ gl::Error TextureStorage9_EGLImage::copyToStorage(const gl::Context *context,
}
RenderTargetD3D *sourceRenderTarget = nullptr;
error = mImage->getRenderTarget(context, &sourceRenderTarget);
if (error.isError())
{
SafeRelease(destSurface);
return error;
}
ANGLE_TRY(mImage->getRenderTarget(context, &sourceRenderTarget));
RenderTarget9 *sourceRenderTarget9 = GetAs<RenderTarget9>(sourceRenderTarget);
error =
mRenderer->copyToRenderTarget(destSurface, sourceRenderTarget9->getSurface(), isManaged());
if (error.isError())
{
SafeRelease(destSurface);
return error;
}
ANGLE_TRY(mRenderer->copyToRenderTarget(context, destSurface.Get(),
sourceRenderTarget9->getSurface(), isManaged()));
if (destStorage->getTopLevel() != 0)
{
destTexture9->AddDirtyRect(nullptr);
}
SafeRelease(destSurface);
return gl::NoError();
}
......@@ -479,30 +403,20 @@ TextureStorage9_Cube::~TextureStorage9_Cube()
// Increments refcount on surface.
// caller must Release() the returned surface
gl::Error TextureStorage9_Cube::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface)
angle::Result TextureStorage9_Cube::getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface)
{
IDirect3DBaseTexture9 *baseTexture = nullptr;
gl::Error error = getBaseTexture(context, &baseTexture);
if (error.isError())
{
return error;
}
ANGLE_TRY(getBaseTexture(context, &baseTexture));
IDirect3DCubeTexture9 *texture = static_cast<IDirect3DCubeTexture9*>(baseTexture);
D3DCUBEMAP_FACES face = gl_d3d9::ConvertCubeFace(target);
HRESULT result = texture->GetCubeMapSurface(face, level, outSurface);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to get the surface from a texture, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to get the surface from a texture");
// With managed textures the driver needs to be informed of updates to the lower mipmap levels
if (level != 0 && isManaged() && dirty)
......@@ -510,7 +424,7 @@ gl::Error TextureStorage9_Cube::getSurfaceLevel(const gl::Context *context,
texture->AddDirtyRect(face, nullptr);
}
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_Cube::getRenderTarget(const gl::Context *context,
......@@ -527,19 +441,11 @@ gl::Error TextureStorage9_Cube::getRenderTarget(const gl::Context *context,
if (mRenderTarget[renderTargetIndex] == nullptr && isRenderTarget())
{
IDirect3DBaseTexture9 *baseTexture = nullptr;
gl::Error error = getBaseTexture(context, &baseTexture);
if (error.isError())
{
return error;
}
ANGLE_TRY(getBaseTexture(context, &baseTexture));
IDirect3DSurface9 *surface = nullptr;
error = getSurfaceLevel(context, index.getTarget(), mTopLevel + index.getLevelIndex(),
false, &surface);
if (error.isError())
{
return error;
}
ANGLE_TRY(getSurfaceLevel(context, index.getTarget(), mTopLevel + index.getLevelIndex(),
false, &surface));
baseTexture->AddRef();
mRenderTarget[renderTargetIndex] = new TextureRenderTarget9(
......@@ -555,34 +461,20 @@ gl::Error TextureStorage9_Cube::generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex)
{
IDirect3DSurface9 *upper = nullptr;
gl::Error error = getSurfaceLevel(context, sourceIndex.getTarget(), sourceIndex.getLevelIndex(),
false, &upper);
if (error.isError())
{
return error;
}
angle::ComPtr<IDirect3DSurface9> upper = nullptr;
ANGLE_TRY(getSurfaceLevel(context, sourceIndex.getTarget(), sourceIndex.getLevelIndex(), false,
&upper));
IDirect3DSurface9 *lower = nullptr;
error =
getSurfaceLevel(context, destIndex.getTarget(), destIndex.getLevelIndex(), true, &lower);
if (error.isError())
{
SafeRelease(upper);
return error;
}
angle::ComPtr<IDirect3DSurface9> lower = nullptr;
ANGLE_TRY(
getSurfaceLevel(context, destIndex.getTarget(), destIndex.getLevelIndex(), true, &lower));
ASSERT(upper && lower);
error = mRenderer->boxFilter(upper, lower);
SafeRelease(upper);
SafeRelease(lower);
return error;
return mRenderer->boxFilter(GetImplAs<Context9>(context), upper.Get(), lower.Get());
}
gl::Error TextureStorage9_Cube::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
angle::Result TextureStorage9_Cube::getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture)
{
// if the size is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
......@@ -595,17 +487,11 @@ gl::Error TextureStorage9_Cube::getBaseTexture(const gl::Context *context,
HRESULT result = device->CreateCubeTexture(
static_cast<unsigned int>(mTextureWidth), static_cast<unsigned int>(mMipLevels),
getUsage(), mTextureFormat, getPool(), &mTexture, nullptr);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return gl::OutOfMemory()
<< "Failed to create cube storage texture, " << gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to create cube storage texture");
}
*outTexture = mTexture;
return gl::NoError();
return angle::Result::Continue();
}
gl::Error TextureStorage9_Cube::copyToStorage(const gl::Context *context,
......@@ -620,34 +506,17 @@ gl::Error TextureStorage9_Cube::copyToStorage(const gl::Context *context,
{
for (int i = 0; i < levels; i++)
{
IDirect3DSurface9 *srcSurf = nullptr;
gl::Error error = getSurfaceLevel(context, face, i, false, &srcSurf);
if (error.isError())
{
return error;
}
IDirect3DSurface9 *dstSurf = nullptr;
error = dest9->getSurfaceLevel(context, face, i, true, &dstSurf);
if (error.isError())
{
SafeRelease(srcSurf);
return error;
}
error = mRenderer->copyToRenderTarget(dstSurf, srcSurf, isManaged());
SafeRelease(srcSurf);
SafeRelease(dstSurf);
if (error.isError())
{
return error;
}
angle::ComPtr<IDirect3DSurface9> srcSurf = nullptr;
ANGLE_TRY(getSurfaceLevel(context, face, i, false, &srcSurf));
angle::ComPtr<IDirect3DSurface9> dstSurf = nullptr;
ANGLE_TRY(dest9->getSurfaceLevel(context, face, i, true, &dstSurf));
ANGLE_TRY(
mRenderer->copyToRenderTarget(context, dstSurf.Get(), srcSurf.Get(), isManaged()));
}
}
return gl::NoError();
}
}
} // namespace rx
......@@ -32,13 +32,13 @@ class TextureStorage9 : public TextureStorage
D3DPOOL getPool() const;
DWORD getUsage() const;
virtual gl::Error getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) = 0;
virtual gl::Error getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) = 0;
virtual angle::Result getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) = 0;
virtual angle::Result getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) = 0;
int getTopLevel() const override;
bool isRenderTarget() const override;
......@@ -78,16 +78,16 @@ class TextureStorage9_2D : public TextureStorage9
TextureStorage9_2D(Renderer9 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
~TextureStorage9_2D() override;
gl::Error getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
angle::Result getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
gl::Error getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
RenderTargetD3D **outRT) override;
gl::Error getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
angle::Result getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
gl::Error generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex) override;
......@@ -104,16 +104,16 @@ class TextureStorage9_EGLImage final : public TextureStorage9
TextureStorage9_EGLImage(Renderer9 *renderer, EGLImageD3D *image, RenderTarget9 *renderTarget9);
~TextureStorage9_EGLImage() override;
gl::Error getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
angle::Result getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
gl::Error getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
RenderTargetD3D **outRT) override;
gl::Error getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
angle::Result getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
gl::Error generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex) override;
......@@ -129,16 +129,16 @@ class TextureStorage9_Cube : public TextureStorage9
TextureStorage9_Cube(Renderer9 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
~TextureStorage9_Cube() override;
gl::Error getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
angle::Result getSurfaceLevel(const gl::Context *context,
gl::TextureTarget target,
int level,
bool dirty,
IDirect3DSurface9 **outSurface) override;
gl::Error getRenderTarget(const gl::Context *context,
const gl::ImageIndex &index,
RenderTargetD3D **outRT) override;
gl::Error getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
angle::Result getBaseTexture(const gl::Context *context,
IDirect3DBaseTexture9 **outTexture) override;
gl::Error generateMipmap(const gl::Context *context,
const gl::ImageIndex &sourceIndex,
const gl::ImageIndex &destIndex) override;
......
......@@ -8,9 +8,11 @@
#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
#include "libANGLE/Context.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
......@@ -42,7 +44,8 @@ VertexDeclarationCache::~VertexDeclarationCache()
}
}
gl::Error VertexDeclarationCache::applyDeclaration(
angle::Result VertexDeclarationCache::applyDeclaration(
const gl::Context *context,
IDirect3DDevice9 *device,
const std::vector<TranslatedAttribute> &attributes,
gl::Program *program,
......@@ -152,7 +155,7 @@ gl::Error VertexDeclarationCache::applyDeclaration(
VertexBuffer9 *vertexBuffer = GetAs<VertexBuffer9>(attributes[i].vertexBuffer.get());
unsigned int offset = 0;
ANGLE_TRY(attributes[i].computeOffset(start, &offset));
ANGLE_TRY_HANDLE(context, attributes[i].computeOffset(start, &offset));
if (mAppliedVBs[stream].serial != attributes[i].serial ||
mAppliedVBs[stream].stride != attributes[i].stride ||
......@@ -207,7 +210,7 @@ gl::Error VertexDeclarationCache::applyDeclaration(
mLastSetVDecl = entry->vertexDeclaration;
}
return gl::NoError();
return angle::Result::Continue();
}
}
......@@ -230,17 +233,14 @@ gl::Error VertexDeclarationCache::applyDeclaration(
memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
HRESULT result = device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create internal vertex declaration, "
<< gl::FmtHR(result);
}
ANGLE_TRY_HR(GetImplAs<Context9>(context), result,
"Failed to create internal vertex declaration");
device->SetVertexDeclaration(lastCache->vertexDeclaration);
mLastSetVDecl = lastCache->vertexDeclaration;
lastCache->lruCount = ++mMaxLru;
return gl::NoError();
return angle::Result::Continue();
}
void VertexDeclarationCache::markStateDirty()
......
......@@ -20,19 +20,19 @@ class Program;
namespace rx
{
class VertexDeclarationCache
{
public:
VertexDeclarationCache();
~VertexDeclarationCache();
gl::Error applyDeclaration(IDirect3DDevice9 *device,
const std::vector<TranslatedAttribute> &attributes,
gl::Program *program,
GLint start,
GLsizei instances,
GLsizei *repeatDraw);
angle::Result applyDeclaration(const gl::Context *context,
IDirect3DDevice9 *device,
const std::vector<TranslatedAttribute> &attributes,
gl::Program *program,
GLint start,
GLsizei instances,
GLsizei *repeatDraw);
void markStateDirty();
......
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