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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
render: Patched to compile.
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@ -30,6 +30,8 @@
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
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#include "SDL_log.h"
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#include "SDL_assert.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include "../../video/windows/SDL_windowsvideo.h"
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@ -74,8 +76,8 @@ typedef struct
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IDirect3DSurface9 *currentRenderTarget;
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void* d3dxDLL;
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LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
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IDirect3DVertexBuffer9 vertexBuffers[8];
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GLsizeiptr vertexBufferSize[8];
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LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8];
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size_t vertexBufferSize[8];
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int currentVertexBuffer;
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SDL_bool reportedVboProblem;
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D3D_DrawStateCache drawstate;
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@ -282,63 +284,7 @@ D3D_InitRenderState(D3D_RenderData *data)
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data->beginScene = SDL_TRUE;
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}
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static int
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D3D_Reset(SDL_Renderer * renderer)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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HRESULT result;
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SDL_Texture *texture;
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/* Release the default render target before reset */
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if (data->defaultRenderTarget) {
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IDirect3DSurface9_Release(data->defaultRenderTarget);
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data->defaultRenderTarget = NULL;
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}
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if (data->currentRenderTarget != NULL) {
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IDirect3DSurface9_Release(data->currentRenderTarget);
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data->currentRenderTarget = NULL;
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}
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/* Release application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_DestroyTexture(renderer, texture);
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} else {
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D3D_RecreateTexture(renderer, texture);
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}
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}
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result = IDirect3DDevice9_Reset(data->device, &data->pparams);
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if (FAILED(result)) {
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if (result == D3DERR_DEVICELOST) {
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/* Don't worry about it, we'll reset later... */
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return 0;
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} else {
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return D3D_SetError("Reset()", result);
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}
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}
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/* Allocate application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_CreateTexture(renderer, texture);
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}
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}
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
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D3D_InitRenderState(data);
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D3D_SetRenderTargetInternal(renderer, renderer->target);
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D3D_UpdateViewport(renderer);
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/* Let the application know that render targets were reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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SDL_PushEvent(&event);
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}
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return 0;
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}
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static int D3D_Reset(SDL_Renderer * renderer);
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static int
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D3D_ActivateRenderer(SDL_Renderer * renderer)
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@ -933,8 +879,6 @@ D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * tex
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
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verts->x = minx;
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verts->y = miny;
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verts->z = 0.0f;
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@ -1141,7 +1085,7 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH
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}
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static int
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SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_ImageSource imgsrc)
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SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
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{
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const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
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const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
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@ -1161,12 +1105,13 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_Image
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IDirect3DDevice9_SetTexture(data->device, 1, NULL);
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IDirect3DDevice9_SetTexture(data->device, 2, NULL);
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}
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if (texture && RenderSetupTextureState(renderer, texture, &shader) < 0) {
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if (texture && SetupTextureState(data, texture, &shader) < 0) {
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return -1;
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}
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if (shader != data->drawstate.shader)
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if (FAILED(IDirect3DDevice9_SetPixelShader(data->device, shader))) {
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if (shader != data->drawstate.shader) {
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const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, shader);
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if (FAILED(result)) {
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return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
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}
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data->drawstate.shader = shader;
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@ -1181,14 +1126,14 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_Image
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} else {
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
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GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blendMode)));
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GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)));
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
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GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode)));
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GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
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if (data->enableSeparateAlphaBlend) {
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
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GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode)));
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GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)));
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
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GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode)));
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GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
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}
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}
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@ -1263,16 +1208,16 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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IDirect3DVertexBuffer9_Release(vbo);
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}
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if (FAILED(IDirect3DVertexBuffer9_CreateVertexBuffer(vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
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if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, vertsize, usage, fvf, D3DPOOL_MANAGED, &vbo, NULL))) {
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vbo = NULL;
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}
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data->vertexBuffers[vboidx] = vbo;
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data->vertex_buffer_size[vboidx] = vbo ? vertsize : 0;
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data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
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}
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if (vbo) {
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void *ptr;
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if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD)) {
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if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD))) {
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vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
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} else {
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SDL_memcpy(ptr, vertices, vertsize);
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@ -1321,7 +1266,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const SDL_Rect *rect = &cmd->data.cliprect.rect;
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if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
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data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
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data->drawstate.cliprect_enabled_dirty = true;
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data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
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}
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if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
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@ -1335,16 +1280,16 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b);
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const SDL_Rect *viewport = &data->drawstate.viewport;
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const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
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const int backh = istarget ? renderer->target->h : data->pparams.backh;
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const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
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if (data->drawstate.clipping_enabled) {
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if (data->drawstate.cliprect_enabled) {
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
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data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
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}
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/* Don't reset the viewport if we don't have to! */
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if (!viewport->.x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
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result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
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if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
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IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
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} else {
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/* Clear is defined to clear the entire render target */
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const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
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@ -1371,9 +1316,9 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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case SDL_RENDERCMD_DRAW_LINES: {
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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/* DirectX 9 has the same line rasterization semantics as GDI,
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so we need to close the endpoint of the line with a second draw call. */
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@ -1435,6 +1380,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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case SDL_RENDERCMD_COPY_EX: {
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const size_t first = cmd->data.draw.first;
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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const Vertex *transvert = verts + 4;
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const float translatex = transvert->x;
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@ -1602,6 +1548,64 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
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SDL_free(renderer);
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}
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static int
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D3D_Reset(SDL_Renderer * renderer)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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HRESULT result;
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SDL_Texture *texture;
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/* Release the default render target before reset */
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if (data->defaultRenderTarget) {
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IDirect3DSurface9_Release(data->defaultRenderTarget);
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data->defaultRenderTarget = NULL;
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}
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if (data->currentRenderTarget != NULL) {
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IDirect3DSurface9_Release(data->currentRenderTarget);
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data->currentRenderTarget = NULL;
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}
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/* Release application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_DestroyTexture(renderer, texture);
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} else {
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D3D_RecreateTexture(renderer, texture);
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}
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}
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result = IDirect3DDevice9_Reset(data->device, &data->pparams);
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if (FAILED(result)) {
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if (result == D3DERR_DEVICELOST) {
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/* Don't worry about it, we'll reset later... */
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return 0;
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} else {
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return D3D_SetError("Reset()", result);
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}
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}
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/* Allocate application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_CreateTexture(renderer, texture);
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}
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}
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
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D3D_InitRenderState(data);
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D3D_SetRenderTargetInternal(renderer, renderer->target);
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data->drawstate.viewport_dirty = SDL_TRUE;
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/* Let the application know that render targets were reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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SDL_PushEvent(&event);
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}
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return 0;
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}
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SDL_Renderer *
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D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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@ -1708,7 +1712,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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device_flags |= D3DCREATE_MULTITHREADED;
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}
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data->supportsStreamOffset = ((caps.Caps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
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data->supportsStreamOffset = ((caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
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result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
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D3DDEVTYPE_HAL,
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data->drawstate.texturing = SDL_FALSE;
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} else {
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data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first + (sizeof (GLfloat) * 8));
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
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data->drawstate.texturing = SDL_TRUE;
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}
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}
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