HRESULT NineSurface9_ctor( struct NineSurface9 *This, struct NineUnknownParams *pParams, struct NineUnknown *pContainer, struct pipe_resource *pResource, void *user_buffer, uint8_t TextureType, unsigned Level, unsigned Layer, D3DSURFACE_DESC *pDesc ) { HRESULT hr; union pipe_color_union rgba = {0}; struct pipe_surface *surf; struct pipe_context *pipe = pParams->device->pipe; bool allocate = !pContainer && pDesc->Format != D3DFMT_NULL; D3DMULTISAMPLE_TYPE multisample_type; DBG("This=%p pDevice=%p pResource=%p Level=%u Layer=%u pDesc=%p\n", This, pParams->device, pResource, Level, Layer, pDesc); /* Mark this as a special surface held by another internal resource. */ pParams->container = pContainer; /* Make sure there's a Desc */ assert(pDesc); /* D3DUSAGE_DYNAMIC isn't allowed on managed buffers */ user_assert(!(pDesc->Usage & D3DUSAGE_DYNAMIC) || (pDesc->Pool != D3DPOOL_MANAGED), D3DERR_INVALIDCALL); assert(allocate || pResource || user_buffer || pDesc->Format == D3DFMT_NULL); assert(!allocate || (!pResource && !user_buffer)); assert(!pResource || !user_buffer); assert(!user_buffer || pDesc->Pool != D3DPOOL_DEFAULT); assert(!pResource || pDesc->Pool == D3DPOOL_DEFAULT); /* Allocation only from create_zs_or_rt_surface with params 0 0 0 */ assert(!allocate || (Level == 0 && Layer == 0 && TextureType == 0)); This->data = (uint8_t *)user_buffer; multisample_type = pDesc->MultiSampleType; /* Map MultiSampleQuality to MultiSampleType */ hr = d3dmultisample_type_check(pParams->device->screen, pDesc->Format, &multisample_type, pDesc->MultiSampleQuality, NULL); if (FAILED(hr)) { return hr; } /* TODO: this is (except width and height) duplicate from * container info (in the pContainer case). Some refactoring is * needed to avoid duplication */ This->base.info.screen = pParams->device->screen; This->base.info.target = PIPE_TEXTURE_2D; This->base.info.width0 = pDesc->Width; This->base.info.height0 = pDesc->Height; This->base.info.depth0 = 1; This->base.info.last_level = 0; This->base.info.array_size = 1; This->base.info.nr_samples = multisample_type; This->base.info.usage = PIPE_USAGE_DEFAULT; This->base.info.bind = PIPE_BIND_SAMPLER_VIEW; /* StretchRect */ if (pDesc->Usage & D3DUSAGE_RENDERTARGET) { This->base.info.bind |= PIPE_BIND_RENDER_TARGET; } else if (pDesc->Usage & D3DUSAGE_DEPTHSTENCIL) { This->base.info.bind = d3d9_get_pipe_depth_format_bindings(pDesc->Format); if (TextureType) This->base.info.bind |= PIPE_BIND_SAMPLER_VIEW; } This->base.info.flags = 0; This->base.info.format = d3d9_to_pipe_format_checked(This->base.info.screen, pDesc->Format, This->base.info.target, This->base.info.nr_samples, This->base.info.bind, FALSE, pDesc->Pool == D3DPOOL_SCRATCH); if (This->base.info.format == PIPE_FORMAT_NONE && pDesc->Format != D3DFMT_NULL) return D3DERR_INVALIDCALL; if (allocate && compressed_format(pDesc->Format)) { const unsigned w = util_format_get_blockwidth(This->base.info.format); const unsigned h = util_format_get_blockheight(This->base.info.format); /* Note: In the !allocate case, the test could fail (lower levels of a texture) */ user_assert(!(pDesc->Width % w) && !(pDesc->Height % h), D3DERR_INVALIDCALL); } /* Get true format */ This->format_conversion = d3d9_to_pipe_format_checked(This->base.info.screen, pDesc->Format, This->base.info.target, This->base.info.nr_samples, This->base.info.bind, FALSE, TRUE); if (This->base.info.format != This->format_conversion) { This->data_conversion = align_calloc( nine_format_get_level_alloc_size(This->format_conversion, pDesc->Width, pDesc->Height, 0), 32); if (!This->data_conversion) return E_OUTOFMEMORY; This->stride_conversion = nine_format_get_stride(This->format_conversion, pDesc->Width); } if ((allocate && pDesc->Pool != D3DPOOL_DEFAULT) || pDesc->Format == D3DFMT_NULL) { /* Ram buffer with no parent. Has to allocate the resource itself */ assert(!user_buffer); This->data = align_calloc( nine_format_get_level_alloc_size(This->base.info.format, pDesc->Width, pDesc->Height, 0), 32); if (!This->data) return E_OUTOFMEMORY; } hr = NineResource9_ctor(&This->base, pParams, pResource, allocate && (pDesc->Pool == D3DPOOL_DEFAULT), D3DRTYPE_SURFACE, pDesc->Pool, pDesc->Usage); if (FAILED(hr)) return hr; This->pipe = This->base.base.device->pipe; This->transfer = NULL; This->texture = TextureType; This->level = Level; This->level_actual = Level; This->layer = Layer; This->desc = *pDesc; This->stride = nine_format_get_stride(This->base.info.format, pDesc->Width); if (This->base.resource && (pDesc->Usage & D3DUSAGE_DYNAMIC)) This->base.resource->flags |= NINE_RESOURCE_FLAG_LOCKABLE; /* TODO: investigate what else exactly needs to be cleared */ if (This->base.resource && (pDesc->Usage & D3DUSAGE_RENDERTARGET)) { surf = NineSurface9_GetSurface(This, 0); pipe->clear_render_target(pipe, surf, &rgba, 0, 0, pDesc->Width, pDesc->Height, false); } NineSurface9_Dump(This); return D3D_OK; }
HRESULT NineSurface9_ctor( struct NineSurface9 *This, struct NineUnknownParams *pParams, struct NineUnknown *pContainer, struct pipe_resource *pResource, void *user_buffer, uint8_t TextureType, unsigned Level, unsigned Layer, D3DSURFACE_DESC *pDesc ) { HRESULT hr; union pipe_color_union rgba = {0}; struct pipe_surface *surf; struct pipe_context *pipe = pParams->device->pipe; DBG("This=%p pDevice=%p pResource=%p Level=%u Layer=%u pDesc=%p\n", This, pParams->device, pResource, Level, Layer, pDesc); /* Mark this as a special surface held by another internal resource. */ pParams->container = pContainer; user_assert(!(pDesc->Usage & D3DUSAGE_DYNAMIC) || (pDesc->Pool != D3DPOOL_MANAGED), D3DERR_INVALIDCALL); assert(pResource || (user_buffer && pDesc->Pool != D3DPOOL_DEFAULT) || (!pContainer && pDesc->Pool != D3DPOOL_DEFAULT) || pDesc->Format == D3DFMT_NULL); assert(!pResource || !user_buffer); assert(!user_buffer || pDesc->Pool != D3DPOOL_DEFAULT); /* The only way we can have !pContainer is being created * from create_zs_or_rt_surface with params 0 0 0 */ assert(pContainer || (Level == 0 && Layer == 0 && TextureType == 0)); This->data = (uint8_t *)user_buffer; This->base.info.screen = pParams->device->screen; This->base.info.target = PIPE_TEXTURE_2D; This->base.info.width0 = pDesc->Width; This->base.info.height0 = pDesc->Height; This->base.info.depth0 = 1; This->base.info.last_level = 0; This->base.info.array_size = 1; This->base.info.nr_samples = pDesc->MultiSampleType; This->base.info.usage = PIPE_USAGE_DEFAULT; This->base.info.bind = PIPE_BIND_SAMPLER_VIEW; This->base.info.flags = 0; This->base.info.format = d3d9_to_pipe_format_checked(This->base.info.screen, pDesc->Format, This->base.info.target, This->base.info.nr_samples, This->base.info.bind, FALSE, pDesc->Pool == D3DPOOL_SCRATCH); if (pDesc->Usage & D3DUSAGE_RENDERTARGET) This->base.info.bind |= PIPE_BIND_RENDER_TARGET; if (pDesc->Usage & D3DUSAGE_DEPTHSTENCIL) This->base.info.bind |= PIPE_BIND_DEPTH_STENCIL; /* Get true format */ This->format_conversion = d3d9_to_pipe_format_checked(This->base.info.screen, pDesc->Format, This->base.info.target, This->base.info.nr_samples, This->base.info.bind, FALSE, TRUE); if (This->base.info.format != This->format_conversion) { This->data_conversion = align_malloc( nine_format_get_level_alloc_size(This->format_conversion, pDesc->Width, pDesc->Height, 0), 32); if (!This->data_conversion) return E_OUTOFMEMORY; This->stride_conversion = nine_format_get_stride(This->format_conversion, pDesc->Width); } /* Ram buffer with no parent. Has to allocate the resource itself */ if (!pResource && !pContainer) { assert(!user_buffer); This->data = align_malloc( nine_format_get_level_alloc_size(This->base.info.format, pDesc->Width, pDesc->Height, 0), 32); if (!This->data) return E_OUTOFMEMORY; } assert(pDesc->Pool != D3DPOOL_SYSTEMMEM || !pResource); if (pResource && (pDesc->Usage & D3DUSAGE_DYNAMIC)) pResource->flags |= NINE_RESOURCE_FLAG_LOCKABLE; hr = NineResource9_ctor(&This->base, pParams, pResource, FALSE, D3DRTYPE_SURFACE, pDesc->Pool, pDesc->Usage); if (FAILED(hr)) return hr; This->pipe = This->base.base.device->pipe; This->transfer = NULL; This->texture = TextureType; This->level = Level; This->level_actual = Level; This->layer = Layer; This->desc = *pDesc; This->stride = nine_format_get_stride(This->base.info.format, pDesc->Width); if (pResource && NineSurface9_IsOffscreenPlain(This)) pResource->flags |= NINE_RESOURCE_FLAG_LOCKABLE; /* TODO: investigate what else exactly needs to be cleared */ if (This->base.resource && (pDesc->Usage & D3DUSAGE_RENDERTARGET)) { surf = NineSurface9_GetSurface(This, 0); pipe->clear_render_target(pipe, surf, &rgba, 0, 0, pDesc->Width, pDesc->Height); } NineSurface9_Dump(This); return D3D_OK; }
static INLINE HRESULT present( struct NineSwapChain9 *This, const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion, DWORD dwFlags ) { struct NineDevice9 *device = This->base.device; struct pipe_resource *resource; HRESULT hr; RGNDATA *rgndata; RECT rect; struct pipe_blit_info blit; /* get a real backbuffer handle from the windowing system */ hr = This->actx->resource_from_present(This->actx, This->screen, This->present, hDestWindowOverride, pDestRect, &rect, &rgndata, &resource); if (FAILED(hr)) { return hr; } else if (hr == D3DOK_WINDOW_OCCLUDED) { /* if we present, nothing will show, so don't present */ return D3D_OK; } DBG(">>>\npresent: This=%p pSourceRect=%p pDestRect=%p " "pDirtyRegion=%p rgndata=%p\n", This, pSourceRect, pDestRect, pDirtyRegion, rgndata); if (pSourceRect) DBG("pSourceRect = (%u..%u)x(%u..%u)\n", pSourceRect->left, pSourceRect->right, pSourceRect->top, pSourceRect->bottom); if (pDestRect) DBG("pDestRect = (%u..%u)x(%u..%u)\n", pDestRect->left, pDestRect->right, pDestRect->top, pDestRect->bottom); if (rgndata) { /* TODO */ blit.dst.resource = NULL; } else { struct pipe_surface *suf = NineSurface9_GetSurface(This->buffers[0], 0); blit.dst.resource = resource; blit.dst.level = 0; blit.dst.format = resource->format; blit.dst.box.z = 0; blit.dst.box.depth = 1; if (pDestRect) { rect_to_pipe_box_xy_only(&blit.dst.box, pDestRect); blit.dst.box.x += rect.left; blit.dst.box.y += rect.top; if (u_box_clip_2d(&blit.dst.box, &blit.dst.box, rect.right, rect.bottom) > 0) { DBG("Dest region clipped.\n"); return D3D_OK; } } else { rect_to_pipe_box_xy_only(&blit.dst.box, &rect); } blit.src.resource = suf->texture; blit.src.level = This->buffers[0]->level; blit.src.format = blit.src.resource->format; blit.src.box.z = 0; blit.src.box.depth = 1; if (pSourceRect) { rect_to_pipe_box_xy_only(&blit.src.box, pSourceRect); u_box_clip_2d(&blit.src.box, &blit.src.box, suf->width, suf->height); } else { blit.src.box.x = 0; blit.src.box.y = 0; blit.src.box.width = suf->width; blit.src.box.height = suf->height; } blit.mask = PIPE_MASK_RGBA; blit.filter = PIPE_TEX_FILTER_NEAREST; blit.scissor_enable = FALSE; blit.alpha_blend = FALSE; /* blit (and possibly stretch/convert) pixels from This->buffers[0] to * emusurf using u_blit. Windows appears to use NEAREST */ DBG("Blitting (%u..%u)x(%u..%u) to (%u..%u)x(%u..%u).\n", blit.src.box.x, blit.src.box.x + blit.src.box.width, blit.src.box.y, blit.src.box.y + blit.src.box.height, blit.dst.box.x, blit.dst.box.x + blit.dst.box.width, blit.dst.box.y, blit.dst.box.y + blit.dst.box.height); This->pipe->blit(This->pipe, &blit); } if (device->cursor.software && device->cursor.visible && device->cursor.w && blit.dst.resource) { blit.src.resource = device->cursor.image; blit.src.level = 0; blit.src.format = device->cursor.image->format; blit.src.box.x = 0; blit.src.box.y = 0; blit.src.box.width = device->cursor.w; blit.src.box.height = device->cursor.h; ID3DPresent_GetCursorPos(This->present, &device->cursor.pos); /* NOTE: blit messes up when box.x + box.width < 0, fix driver */ blit.dst.box.x = MAX2(device->cursor.pos.x, 0) - device->cursor.hotspot.x; blit.dst.box.y = MAX2(device->cursor.pos.y, 0) - device->cursor.hotspot.y; blit.dst.box.width = blit.src.box.width; blit.dst.box.height = blit.src.box.height; DBG("Blitting cursor(%ux%u) to (%i,%i).\n", blit.src.box.width, blit.src.box.height, blit.dst.box.x, blit.dst.box.y); blit.alpha_blend = TRUE; This->pipe->blit(This->pipe, &blit); } if (device->hud && resource) { hud_draw(device->hud, resource); /* XXX: no offset */ /* HUD doesn't clobber stipple */ NineDevice9_RestoreNonCSOState(device, ~0x2); } This->pipe->flush(This->pipe, NULL, PIPE_FLUSH_END_OF_FRAME); /* really present the frame */ hr = ID3DPresent_Present(This->present, dwFlags); pipe_resource_reference(&resource, NULL); if (FAILED(hr)) { return hr; } return D3D_OK; }