Source code

Revision control

Copy as Markdown

Other Tools

//
// Copyright 2002 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Blit9.cpp: Surface copy utility class.
#include "libANGLE/renderer/d3d/d3d9/Blit9.h"
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
namespace
{
// Precompiled shaders
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskpremultps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskunmultps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminancepremultps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceunmultps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h"
#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h"
const BYTE *const g_shaderCode[] = {
g_vs20_standardvs,
g_ps20_passthroughps,
g_ps20_luminanceps,
g_ps20_luminancepremultps,
g_ps20_luminanceunmultps,
g_ps20_componentmaskps,
g_ps20_componentmaskpremultps,
g_ps20_componentmaskunmultps,
};
const size_t g_shaderSize[] = {
sizeof(g_vs20_standardvs),
sizeof(g_ps20_passthroughps),
sizeof(g_ps20_luminanceps),
sizeof(g_ps20_luminancepremultps),
sizeof(g_ps20_luminanceunmultps),
sizeof(g_ps20_componentmaskps),
sizeof(g_ps20_componentmaskpremultps),
sizeof(g_ps20_componentmaskunmultps),
};
} // namespace
namespace rx
{
Blit9::Blit9(Renderer9 *renderer)
: mRenderer(renderer),
mGeometryLoaded(false),
mQuadVertexBuffer(nullptr),
mQuadVertexDeclaration(nullptr),
mSavedStateBlock(nullptr),
mSavedRenderTarget(nullptr),
mSavedDepthStencil(nullptr)
{
memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
}
Blit9::~Blit9()
{
SafeRelease(mSavedStateBlock);
SafeRelease(mQuadVertexBuffer);
SafeRelease(mQuadVertexDeclaration);
for (int i = 0; i < SHADER_COUNT; i++)
{
SafeRelease(mCompiledShaders[i]);
}
}
angle::Result Blit9::initialize(Context9 *context9)
{
if (mGeometryLoaded)
{
return angle::Result::Continue;
}
static const float quad[] = {-1, -1, -1, 1, 1, -1, 1, 1};
IDirect3DDevice9 *device = mRenderer->getDevice();
HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0,
D3DPOOL_DEFAULT, &mQuadVertexBuffer, nullptr);
ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader");
void *lockPtr = nullptr;
result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
ANGLE_TRY_HR(context9, result, "Failed to lock internal blit vertex shader");
ASSERT(lockPtr);
memcpy(lockPtr, quad, sizeof(quad));
mQuadVertexBuffer->Unlock();
static const D3DVERTEXELEMENT9 elements[] = {
{0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END()};
result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
ANGLE_TRY_HR(context9, result, "Failed to create internal blit vertex shader declaration");
mGeometryLoaded = true;
return angle::Result::Continue;
}
template <class D3DShaderType>
angle::Result Blit9::setShader(Context9 *context9,
ShaderId source,
const char *profile,
angle::Result (Renderer9::*createShader)(d3d::Context *,
const DWORD *,
size_t length,
D3DShaderType **outShader),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType *))
{
IDirect3DDevice9 *device = mRenderer->getDevice();
D3DShaderType *shader = nullptr;
if (mCompiledShaders[source] != nullptr)
{
shader = static_cast<D3DShaderType *>(mCompiledShaders[source]);
}
else
{
const BYTE *shaderCode = g_shaderCode[source];
size_t shaderSize = g_shaderSize[source];
ANGLE_TRY((mRenderer->*createShader)(context9, reinterpret_cast<const DWORD *>(shaderCode),
shaderSize, &shader));
mCompiledShaders[source] = shader;
}
HRESULT hr = (device->*setShader)(shader);
ANGLE_TRY_HR(context9, hr, "Failed to set shader for blit operation");
return angle::Result::Continue;
}
angle::Result Blit9::setVertexShader(Context9 *context9, ShaderId shader)
{
return setShader<IDirect3DVertexShader9>(context9, shader, "vs_2_0",
&Renderer9::createVertexShader,
&IDirect3DDevice9::SetVertexShader);
}
angle::Result Blit9::setPixelShader(Context9 *context9, ShaderId shader)
{
return setShader<IDirect3DPixelShader9>(context9, shader, "ps_2_0",
&Renderer9::createPixelShader,
&IDirect3DDevice9::SetPixelShader);
}
RECT Blit9::getSurfaceRect(IDirect3DSurface9 *surface) const
{
D3DSURFACE_DESC desc;
surface->GetDesc(&desc);
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = desc.Width;
rect.bottom = desc.Height;
return rect;
}
gl::Extents Blit9::getSurfaceSize(IDirect3DSurface9 *surface) const
{
D3DSURFACE_DESC desc;
surface->GetDesc(&desc);
return gl::Extents(desc.Width, desc.Height, 1);
}
angle::Result Blit9::boxFilter(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DSurface9 *dest)
{
ANGLE_TRY(initialize(context9));
angle::ComPtr<IDirect3DBaseTexture9> texture = nullptr;
ANGLE_TRY(copySurfaceToTexture(context9, source, getSurfaceRect(source), &texture));
IDirect3DDevice9 *device = mRenderer->getDevice();
saveState();
device->SetTexture(0, texture.Get());
device->SetRenderTarget(0, dest);
ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD));
ANGLE_TRY(setPixelShader(context9, SHADER_PS_PASSTHROUGH));
setCommonBlitState();
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
setViewportAndShaderConstants(getSurfaceRect(source), getSurfaceSize(source),
getSurfaceRect(dest), false);
render();
restoreState();
return angle::Result::Continue;
}
angle::Result Blit9::copy2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0);
ASSERT(colorbuffer);
RenderTarget9 *renderTarget9 = nullptr;
ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9));
ASSERT(renderTarget9);
angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface();
ASSERT(source);
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
ANGLE_TRY(
storage9->getSurfaceLevel(context, gl::TextureTarget::_2D, level, true, &destSurface));
ASSERT(destSurface);
ANGLE_TRY(copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset,
destSurface.Get(), false, false, false));
return angle::Result::Continue;
}
angle::Result Blit9::copyCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level)
{
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
const gl::FramebufferAttachment *colorbuffer = framebuffer->getColorAttachment(0);
ASSERT(colorbuffer);
RenderTarget9 *renderTarget9 = nullptr;
ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9));
ASSERT(renderTarget9);
angle::ComPtr<IDirect3DSurface9> source = renderTarget9->getSurface();
ASSERT(source);
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
TextureStorage9 *storage9 = GetAs<TextureStorage9>(storage);
ANGLE_TRY(storage9->getSurfaceLevel(context, target, level, true, &destSurface));
ASSERT(destSurface);
return copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset,
destSurface.Get(), false, false, false);
}
angle::Result Blit9::copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
Context9 *context9 = GetImplAs<Context9>(context);
ANGLE_TRY(initialize(context9));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage));
TextureStorage9_2D *sourceStorage9 = GetAs<TextureStorage9_2D>(sourceStorage);
ASSERT(sourceStorage9);
TextureStorage9 *destStorage9 = GetAs<TextureStorage9>(storage);
ASSERT(destStorage9);
ASSERT(sourceLevel == 0);
IDirect3DBaseTexture9 *sourceTexture = nullptr;
ANGLE_TRY(sourceStorage9->getBaseTexture(context, &sourceTexture));
angle::ComPtr<IDirect3DSurface9> sourceSurface = nullptr;
ANGLE_TRY(sourceStorage9->getSurfaceLevel(context, gl::TextureTarget::_2D, sourceLevel, true,
&sourceSurface));
angle::ComPtr<IDirect3DSurface9> destSurface = nullptr;
ANGLE_TRY(destStorage9->getSurfaceLevel(context, destTarget, destLevel, true, &destSurface));
return copy(context9, sourceSurface.Get(), sourceTexture, sourceRect, destFormat, destOffset,
destSurface.Get(), flipY, premultiplyAlpha, unmultiplyAlpha);
}
angle::Result Blit9::copy(Context9 *context9,
IDirect3DSurface9 *source,
IDirect3DBaseTexture9 *sourceTexture,
const RECT &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ASSERT(source != nullptr && dest != nullptr);
IDirect3DDevice9 *device = mRenderer->getDevice();
D3DSURFACE_DESC sourceDesc;
D3DSURFACE_DESC destDesc;
source->GetDesc(&sourceDesc);
dest->GetDesc(&destDesc);
// Check if it's possible to use StetchRect
if (sourceDesc.Format == destDesc.Format && (destDesc.Usage & D3DUSAGE_RENDERTARGET) &&
d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat) && !flipY &&
premultiplyAlpha == unmultiplyAlpha)
{
RECT destRect = {destOffset.x, destOffset.y,
destOffset.x + (sourceRect.right - sourceRect.left),
destOffset.y + (sourceRect.bottom - sourceRect.top)};
HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
ANGLE_TRY_HR(context9, result, "StretchRect failed to blit between textures");
return angle::Result::Continue;
}
angle::ComPtr<IDirect3DBaseTexture9> texture = sourceTexture;
RECT adjustedSourceRect = sourceRect;
gl::Extents sourceSize(sourceDesc.Width, sourceDesc.Height, 1);
if (texture == nullptr)
{
ANGLE_TRY(copySurfaceToTexture(context9, source, sourceRect, &texture));
// copySurfaceToTexture only copies in the sourceRect area of the source surface.
// Adjust sourceRect so that it is now covering the entire source texture
adjustedSourceRect.left = 0;
adjustedSourceRect.right = sourceRect.right - sourceRect.left;
adjustedSourceRect.top = 0;
adjustedSourceRect.bottom = sourceRect.bottom - sourceRect.top;
sourceSize.width = sourceRect.right - sourceRect.left;
sourceSize.height = sourceRect.bottom - sourceRect.top;
}
ANGLE_TRY(formatConvert(context9, texture.Get(), adjustedSourceRect, sourceSize, destFormat,
destOffset, dest, flipY, premultiplyAlpha, unmultiplyAlpha));
return angle::Result::Continue;
}
angle::Result Blit9::formatConvert(Context9 *context9,
IDirect3DBaseTexture9 *source,
const RECT &sourceRect,
const gl::Extents &sourceSize,
GLenum destFormat,
const gl::Offset &destOffset,
IDirect3DSurface9 *dest,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ANGLE_TRY(initialize(context9));
IDirect3DDevice9 *device = mRenderer->getDevice();
saveState();
device->SetTexture(0, source);
device->SetRenderTarget(0, dest);
RECT destRect;
destRect.left = destOffset.x;
destRect.right = destOffset.x + (sourceRect.right - sourceRect.left);
destRect.top = destOffset.y;
destRect.bottom = destOffset.y + (sourceRect.bottom - sourceRect.top);
setViewportAndShaderConstants(sourceRect, sourceSize, destRect, flipY);
setCommonBlitState();
angle::Result result =
setFormatConvertShaders(context9, destFormat, flipY, premultiplyAlpha, unmultiplyAlpha);
if (result == angle::Result::Continue)
{
render();
}
restoreState();
return result;
}
angle::Result Blit9::setFormatConvertShaders(Context9 *context9,
GLenum destFormat,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha)
{
ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD));
switch (destFormat)
{
case GL_RGBA:
case GL_BGRA_EXT:
case GL_RGB:
case GL_RG_EXT:
case GL_RED_EXT:
case GL_ALPHA:
if (premultiplyAlpha == unmultiplyAlpha)
{
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK));
}
else if (premultiplyAlpha)
{
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_PREMULTIPLY_ALPHA));
}
else
{
ASSERT(unmultiplyAlpha);
ANGLE_TRY(setPixelShader(context9, SHADER_PS_COMPONENTMASK_UNMULTIPLY_ALPHA));
}
break;
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
if (premultiplyAlpha == unmultiplyAlpha)
{
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE));
}
else if (premultiplyAlpha)
{
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_PREMULTIPLY_ALPHA));
}
else
{
ASSERT(unmultiplyAlpha);
ANGLE_TRY(setPixelShader(context9, SHADER_PS_LUMINANCE_UNMULTIPLY_ALPHA));
}
break;
default:
UNREACHABLE();
}
enum
{
X = 0,
Y = 1,
Z = 2,
W = 3
};
// The meaning of this constant depends on the shader that was selected.
// See the shader assembly code above for details.
// Allocate one array for both registers and split it into two float4's.
float psConst[8] = {0};
float *multConst = &psConst[0];
float *addConst = &psConst[4];
switch (destFormat)
{
case GL_RGBA:
case GL_BGRA_EXT:
multConst[X] = 1;
multConst[Y] = 1;
multConst[Z] = 1;
multConst[W] = 1;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 0;
break;
case GL_RGB:
multConst[X] = 1;
multConst[Y] = 1;
multConst[Z] = 1;
multConst[W] = 0;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 1;
break;
case GL_RG_EXT:
multConst[X] = 1;
multConst[Y] = 1;
multConst[Z] = 0;
multConst[W] = 0;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 1;
break;
case GL_RED_EXT:
multConst[X] = 1;
multConst[Y] = 0;
multConst[Z] = 0;
multConst[W] = 0;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 1;
break;
case GL_ALPHA:
multConst[X] = 0;
multConst[Y] = 0;
multConst[Z] = 0;
multConst[W] = 1;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 0;
break;
case GL_LUMINANCE:
multConst[X] = 1;
multConst[Y] = 0;
multConst[Z] = 0;
multConst[W] = 0;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 1;
break;
case GL_LUMINANCE_ALPHA:
multConst[X] = 1;
multConst[Y] = 0;
multConst[Z] = 0;
multConst[W] = 1;
addConst[X] = 0;
addConst[Y] = 0;
addConst[Z] = 0;
addConst[W] = 0;
break;
default:
UNREACHABLE();
}
mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2);
return angle::Result::Continue;
}
angle::Result Blit9::copySurfaceToTexture(Context9 *context9,
IDirect3DSurface9 *surface,
const RECT &sourceRect,
angle::ComPtr<IDirect3DBaseTexture9> *outTexture)
{
ASSERT(surface);
IDirect3DDevice9 *device = mRenderer->getDevice();
D3DSURFACE_DESC sourceDesc;
surface->GetDesc(&sourceDesc);
// Copy the render target into a 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");
angle::ComPtr<IDirect3DSurface9> textureSurface;
result = texture->GetSurfaceLevel(0, &textureSurface);
ANGLE_TRY_HR(context9, result, "Failed to query surface of internal blit texture");
mRenderer->endScene();
result = device->StretchRect(surface, &sourceRect, textureSurface.Get(), nullptr, D3DTEXF_NONE);
ANGLE_TRY_HR(context9, result, "Failed to copy between internal blit textures");
*outTexture = texture;
return angle::Result::Continue;
}
void Blit9::setViewportAndShaderConstants(const RECT &sourceRect,
const gl::Extents &sourceSize,
const RECT &destRect,
bool flipY)
{
IDirect3DDevice9 *device = mRenderer->getDevice();
D3DVIEWPORT9 vp;
vp.X = destRect.left;
vp.Y = destRect.top;
vp.Width = destRect.right - destRect.left;
vp.Height = destRect.bottom - destRect.top;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
device->SetViewport(&vp);
float vertexConstants[8] = {
// halfPixelAdjust
-1.0f / vp.Width,
1.0f / vp.Height,
0,
0,
// texcoordOffset
static_cast<float>(sourceRect.left) / sourceSize.width,
static_cast<float>(flipY ? sourceRect.bottom : sourceRect.top) / sourceSize.height,
static_cast<float>(sourceRect.right - sourceRect.left) / sourceSize.width,
static_cast<float>(flipY ? sourceRect.top - sourceRect.bottom
: sourceRect.bottom - sourceRect.top) /
sourceSize.height,
};
device->SetVertexShaderConstantF(0, vertexConstants, 2);
}
void Blit9::setCommonBlitState()
{
IDirect3DDevice9 *device = mRenderer->getDevice();
device->SetDepthStencilSurface(nullptr);
device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
device->SetRenderState(D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
RECT scissorRect = {}; // Scissoring is disabled for flipping, but we need this to capture and
// restore the old rectangle
device->SetScissorRect(&scissorRect);
for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
device->SetStreamSourceFreq(i, 1);
}
}
void Blit9::render()
{
IDirect3DDevice9 *device = mRenderer->getDevice();
device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
device->SetVertexDeclaration(mQuadVertexDeclaration);
mRenderer->startScene();
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
void Blit9::saveState()
{
IDirect3DDevice9 *device = mRenderer->getDevice();
HRESULT hr;
device->GetDepthStencilSurface(&mSavedDepthStencil);
device->GetRenderTarget(0, &mSavedRenderTarget);
if (mSavedStateBlock == nullptr)
{
hr = device->BeginStateBlock();
ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
setCommonBlitState();
static const float mockConst[8] = {0};
device->SetVertexShader(nullptr);
device->SetVertexShaderConstantF(0, mockConst, 2);
device->SetPixelShader(nullptr);
device->SetPixelShaderConstantF(0, mockConst, 2);
D3DVIEWPORT9 mockVp;
mockVp.X = 0;
mockVp.Y = 0;
mockVp.Width = 1;
mockVp.Height = 1;
mockVp.MinZ = 0;
mockVp.MaxZ = 1;
device->SetViewport(&mockVp);
device->SetTexture(0, nullptr);
device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
device->SetVertexDeclaration(mQuadVertexDeclaration);
hr = device->EndStateBlock(&mSavedStateBlock);
ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
}
ASSERT(mSavedStateBlock != nullptr);
if (mSavedStateBlock != nullptr)
{
hr = mSavedStateBlock->Capture();
ASSERT(SUCCEEDED(hr));
}
}
void Blit9::restoreState()
{
IDirect3DDevice9 *device = mRenderer->getDevice();
device->SetDepthStencilSurface(mSavedDepthStencil);
SafeRelease(mSavedDepthStencil);
device->SetRenderTarget(0, mSavedRenderTarget);
SafeRelease(mSavedRenderTarget);
ASSERT(mSavedStateBlock != nullptr);
if (mSavedStateBlock != nullptr)
{
mSavedStateBlock->Apply();
}
}
} // namespace rx