//
// Copyright (c) 2002-2010 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.
//
// Blit.cpp: Surface copy utility class.
#ifndef LIBGLESV2_BLIT_H_
#define LIBGLESV2_BLIT_H_
#include <map>
#define GL_APICALL
#include <GLES2/gl2.h>
#include <d3d9.h>
#include "common/angleutils.h"
namespace gl
{
class Context;
class Blit
{
public:
explicit Blit(Context *context);
~Blit();
// Copy from source surface to dest surface.
// 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.
bool formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest);
// 2x2 box filter sample from source to dest.
// Requires that source is RGB(A) and dest has the same format as source.
bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
private:
Context *mContext;
IDirect3DVertexBuffer9 *mQuadVertexBuffer;
IDirect3DVertexDeclaration9 *mQuadVertexDeclaration;
void initGeometry();
bool setFormatConvertShaders(GLenum destFormat);
IDirect3DTexture9 *copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect);
void setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset);
void setCommonBlitState();
RECT getSurfaceRect(IDirect3DSurface9 *surface) const;
// This enum is used to index mCompiledShaders and mShaderSource.
enum ShaderId
{
SHADER_VS_STANDARD,
SHADER_VS_FLIPY,
SHADER_PS_PASSTHROUGH,
SHADER_PS_LUMINANCE,
SHADER_PS_COMPONENTMASK,
SHADER_COUNT
};
static const char * const mShaderSource[];
// This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown.
IUnknown *mCompiledShaders[SHADER_COUNT];
template <class D3DShaderType>
bool setShader(ShaderId source, const char *profile,
HRESULT (WINAPI IDirect3DDevice9::*createShader)(const DWORD *, D3DShaderType **),
HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*));
bool setVertexShader(ShaderId shader);
bool setPixelShader(ShaderId shader);
void render();
void saveState();
void restoreState();
IDirect3DStateBlock9 *mSavedStateBlock;
IDirect3DSurface9 *mSavedRenderTarget;
IDirect3DSurface9 *mSavedDepthStencil;
DISALLOW_COPY_AND_ASSIGN(Blit);
};
}
#endif // LIBGLESV2_BLIT_H_