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/*
* Copyright (C) 2005-2019 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include <angle_gl.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <kodi/AddonBase.h>
#include <kodi/gui/General.h>
#include <wrl/client.h>
#pragma comment( lib, "d3dcompiler.lib" )
#ifndef GL_CLIENT_VERSION
#define GL_CLIENT_VERSION 3
#endif
namespace kodi
{
namespace gui
{
namespace gl
{
class ATTRIBUTE_HIDDEN CGLonDX : public kodi::gui::IRenderHelper
{
public:
explicit CGLonDX() : m_pContext(reinterpret_cast<ID3D11DeviceContext*>(kodi::gui::GetHWContext())) {}
~CGLonDX() override { destruct(); }
bool Init() override
{
EGLint egl_display_attrs[] =
{
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE,
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
EGL_NONE
};
EGLint egl_config_attrs[] =
{
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_BIND_TO_TEXTURE_RGBA, EGL_TRUE,
EGL_RENDERABLE_TYPE, GL_CLIENT_VERSION == 3 ? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_NONE
};
EGLint egl_context_attrs[] =
{
EGL_CONTEXT_CLIENT_VERSION, GL_CLIENT_VERSION, EGL_NONE
};
m_eglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, egl_display_attrs);
if (m_eglDisplay == EGL_NO_DISPLAY)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to get EGL display (%s)", eglGetErrorString());
return false;
}
if (eglInitialize(m_eglDisplay, nullptr, nullptr) != EGL_TRUE)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to init EGL display (%s)", eglGetErrorString());
return false;
}
EGLint numConfigs = 0;
if (eglChooseConfig(m_eglDisplay, egl_config_attrs, &m_eglConfig, 1, &numConfigs) != EGL_TRUE || numConfigs == 0)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to get EGL config (%s)", eglGetErrorString());
return false;
}
m_eglContext = eglCreateContext(m_eglDisplay, m_eglConfig, nullptr, egl_context_attrs);
if (m_eglContext == EGL_NO_CONTEXT)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create EGL context (%s)", eglGetErrorString());
return false;
}
if (!createD3DResources())
return false;
if (eglMakeCurrent(m_eglDisplay, m_eglBuffer, m_eglBuffer, m_eglContext) != EGL_TRUE)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to make current EGL (%s)", eglGetErrorString());
return false;
}
return true;
}
void CheckGL(ID3D11DeviceContext* device)
{
if (m_pContext != device)
{
m_pSRView = nullptr;
m_pVShader = nullptr;
m_pPShader = nullptr;
m_pContext = device;
if (m_eglBuffer != EGL_NO_SURFACE)
{
eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(m_eglDisplay, m_eglBuffer);
m_eglBuffer = EGL_NO_SURFACE;
}
// create new resources
if (!createD3DResources())
return;
eglMakeCurrent(m_eglDisplay, m_eglBuffer, m_eglBuffer, m_eglContext);
}
}
void Begin() override
{
// confirm on begin D3D context is correct
CheckGL(reinterpret_cast<ID3D11DeviceContext*>(kodi::gui::GetHWContext()));
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void End() override
{
glFlush();
// set our primitive shaders
m_pContext->VSSetShader(m_pVShader.Get(), nullptr, 0);
m_pContext->PSSetShader(m_pPShader.Get(), nullptr, 0);
m_pContext->PSSetShaderResources(0, 1, m_pSRView.GetAddressOf());
// draw texture
m_pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_pContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
m_pContext->IASetInputLayout(nullptr);
m_pContext->Draw(4, 0);
// unset shaders
m_pContext->PSSetShader(nullptr, nullptr, 0);
m_pContext->VSSetShader(nullptr, nullptr, 0);
// unbind our view
ID3D11ShaderResourceView* views[1] = {};
m_pContext->PSSetShaderResources(0, 1, views);
}
private:
enum ShaderType
{
VERTEX_SHADER,
PIXEL_SHADER
};
bool createD3DResources()
{
HANDLE sharedHandle;
Microsoft::WRL::ComPtr<ID3D11Device> pDevice;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> pRTView;
Microsoft::WRL::ComPtr<ID3D11Resource> pRTResource;
Microsoft::WRL::ComPtr<ID3D11Texture2D> pRTTexture;
Microsoft::WRL::ComPtr<ID3D11Texture2D> pOffScreenTexture;
Microsoft::WRL::ComPtr<IDXGIResource> dxgiResource;
m_pContext->GetDevice(&pDevice);
m_pContext->OMGetRenderTargets(1, &pRTView, nullptr);
if (!pRTView)
return false;
pRTView->GetResource(&pRTResource);
if (FAILED(pRTResource.As(&pRTTexture)))
return false;
D3D11_TEXTURE2D_DESC texDesc;
pRTTexture->GetDesc(&texDesc);
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
if (FAILED(pDevice->CreateTexture2D(&texDesc, nullptr, &pOffScreenTexture)))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create intermediate texture");
return false;
}
CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(pOffScreenTexture.Get(), D3D11_SRV_DIMENSION_TEXTURE2D);
if (FAILED(pDevice->CreateShaderResourceView(pOffScreenTexture.Get(), &srvDesc, &m_pSRView)))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create shader view");
return false;
}
if (FAILED(pOffScreenTexture.As(&dxgiResource)) ||
FAILED(dxgiResource->GetSharedHandle(&sharedHandle)))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable get shared handle for texture");
return false;
}
// initiate simple shaders
if (FAILED(d3dCreateShader(VERTEX_SHADER, vs_out_shader_text, &m_pVShader)))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create vertex shader view");
return false;
}
if (FAILED(d3dCreateShader(PIXEL_SHADER, ps_out_shader_text, &m_pPShader)))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create pixel shader view");
return false;
}
// create EGL buffer from D3D shared texture
EGLint egl_buffer_attrs[] =
{
EGL_WIDTH, static_cast<EGLint>(texDesc.Width),
EGL_HEIGHT, static_cast<EGLint>(texDesc.Height),
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_NONE
};
m_eglBuffer = eglCreatePbufferFromClientBuffer(m_eglDisplay,
EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE,
sharedHandle, m_eglConfig, egl_buffer_attrs);
if (m_eglBuffer == EGL_NO_SURFACE)
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create EGL buffer (%s)", eglGetErrorString());
return false;
}
return true;
}
HRESULT d3dCreateShader(ShaderType shaderType, const std::string& source, IUnknown** ppShader) const
{
Microsoft::WRL::ComPtr<ID3DBlob> pBlob;
Microsoft::WRL::ComPtr<ID3DBlob> pErrors;
auto hr = D3DCompile(source.c_str(), source.length(), nullptr, nullptr, nullptr, "main",
shaderType == PIXEL_SHADER ? "ps_4_0" : "vs_4_0", 0, 0, &pBlob, &pErrors);
if (SUCCEEDED(hr))
{
Microsoft::WRL::ComPtr<ID3D11Device> pDevice;
m_pContext->GetDevice(&pDevice);
if (shaderType == PIXEL_SHADER)
{
hr = pDevice->CreatePixelShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr,
reinterpret_cast<ID3D11PixelShader**>(ppShader));
}
else
{
hr = pDevice->CreateVertexShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr,
reinterpret_cast<ID3D11VertexShader**>(ppShader));
}
if (FAILED(hr))
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to create %s shader",
shaderType == PIXEL_SHADER ? "pixel" : "vertex");
}
}
else
{
Log(ADDON_LOG_ERROR, "GLonDX: unable to compile shader (%s)", pErrors->GetBufferPointer());
}
return hr;
}
static const char* eglGetErrorString()
{
#define CASE_STR( value ) case value: return #value
switch (eglGetError())
{
CASE_STR(EGL_SUCCESS);
CASE_STR(EGL_NOT_INITIALIZED);
CASE_STR(EGL_BAD_ACCESS);
CASE_STR(EGL_BAD_ALLOC);
CASE_STR(EGL_BAD_ATTRIBUTE);
CASE_STR(EGL_BAD_CONTEXT);
CASE_STR(EGL_BAD_CONFIG);
CASE_STR(EGL_BAD_CURRENT_SURFACE);
CASE_STR(EGL_BAD_DISPLAY);
CASE_STR(EGL_BAD_SURFACE);
CASE_STR(EGL_BAD_MATCH);
CASE_STR(EGL_BAD_PARAMETER);
CASE_STR(EGL_BAD_NATIVE_PIXMAP);
CASE_STR(EGL_BAD_NATIVE_WINDOW);
CASE_STR(EGL_CONTEXT_LOST);
default:
return "Unknown";
}
#undef CASE_STR
}
void destruct()
{
if (m_eglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (m_eglBuffer != EGL_NO_SURFACE)
{
eglDestroySurface(m_eglDisplay, m_eglBuffer);
m_eglBuffer = EGL_NO_SURFACE;
}
if (m_eglContext != EGL_NO_CONTEXT)
{
eglDestroyContext(m_eglDisplay, m_eglContext);
m_eglContext = EGL_NO_CONTEXT;
}
eglTerminate(m_eglDisplay);
m_eglDisplay = EGL_NO_DISPLAY;
}
m_pSRView = nullptr;
m_pVShader = nullptr;
m_pPShader = nullptr;
m_pContext = nullptr;
}
EGLConfig m_eglConfig = EGL_NO_CONFIG_KHR;
EGLDisplay m_eglDisplay = EGL_NO_DISPLAY;
EGLContext m_eglContext = EGL_NO_CONTEXT;
EGLSurface m_eglBuffer = EGL_NO_SURFACE;
ID3D11DeviceContext* m_pContext = nullptr; // don't hold context
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_pSRView = nullptr;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_pVShader = nullptr;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pPShader = nullptr;
#define TO_STRING(...) #__VA_ARGS__
std::string vs_out_shader_text = TO_STRING(
void main(uint id : SV_VertexId, out float2 tex : TEXCOORD0, out float4 pos : SV_POSITION)
{
tex = float2(id % 2, (id % 4) >> 1);
pos = float4((tex.x - 0.5f) * 2, -(tex.y - 0.5f) * 2, 0, 1);
});
std::string ps_out_shader_text = TO_STRING(
Texture2D texMain : register(t0);
SamplerState Sampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
Comparison = NEVER;
};
float4 main(in float2 tex : TEXCOORD0) : SV_TARGET
{
return texMain.Sample(Sampler, tex);
});
#undef TO_STRING
}; /* class CGLonDX */
} /* namespace gl */
using CRenderHelper = gl::CGLonDX;
} /* namespace gui */
} /* namespace kodi */
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