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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
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384c204761
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d673d8c389
@ -193,6 +193,9 @@ typedef struct
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typedef struct
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{
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SDL_bool dirty;
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int w, h;
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DWORD usage;
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Uint32 format;
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IDirect3DTexture9 *texture;
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IDirect3DTexture9 *staging;
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} D3D_TextureRep;
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@ -819,6 +822,10 @@ D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD us
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HRESULT result;
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texture->dirty = SDL_FALSE;
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texture->w = w;
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texture->h = h;
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texture->usage = usage;
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texture->format = format;
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result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
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PixelFormatToD3DFMT(format),
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@ -826,10 +833,18 @@ D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD us
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if (FAILED(result)) {
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return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
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}
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return 0;
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}
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if (usage != D3DUSAGE_RENDERTARGET) {
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result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
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PixelFormatToD3DFMT(format),
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static int
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D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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{
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HRESULT result;
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if (texture->staging == NULL) {
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result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
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PixelFormatToD3DFMT(texture->format),
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D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
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if (FAILED(result)) {
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return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result);
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@ -845,14 +860,8 @@ D3D_BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD samp
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if (texture->dirty && texture->staging) {
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if (!texture->texture) {
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D3DSURFACE_DESC desc;
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result = IDirect3DTexture9_GetLevelDesc(texture->staging, 0, &desc);
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if (FAILED(result)) {
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return D3D_SetError("GetLevelDesc", result);
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}
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result = IDirect3DDevice9_CreateTexture(device, desc.Width, desc.Height, 1, 0,
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desc.Format, D3DPOOL_DEFAULT, &texture->texture, NULL);
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result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
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PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL);
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if (FAILED(result)) {
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return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
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}
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@ -878,8 +887,10 @@ D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32
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IDirect3DTexture9_Release(texture->texture);
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texture->texture = NULL;
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}
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IDirect3DTexture9_AddDirtyRect(texture->staging, NULL);
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texture->dirty = SDL_TRUE;
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if (texture->staging) {
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IDirect3DTexture9_AddDirtyRect(texture->staging, NULL);
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texture->dirty = SDL_TRUE;
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}
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return 0;
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}
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@ -893,10 +904,15 @@ D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 f
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int row, length;
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HRESULT result;
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if (D3D_CreateStagingTexture(device, texture) < 0) {
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return -1;
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}
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d3drect.left = x;
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d3drect.right = x + w;
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d3drect.top = y;
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d3drect.bottom = y + h;
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result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0);
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if (FAILED(result)) {
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return D3D_SetError("LockRect()", result);
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@ -1068,7 +1084,9 @@ static int
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D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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{
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D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
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D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
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IDirect3DDevice9 *device = data->device;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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@ -1095,6 +1113,10 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3DLOCKED_RECT locked;
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HRESULT result;
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if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) {
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return -1;
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}
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d3drect.left = rect->x;
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d3drect.right = rect->x + rect->w;
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d3drect.top = rect->y;
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@ -1137,7 +1159,9 @@ D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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D3D_TextureData *texturedata;
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D3D_TextureRep *texturerep;
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HRESULT result;
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IDirect3DDevice9 *device = data->device;
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/* Release the previous render target if it wasn't the default one */
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if (data->currentRenderTarget != NULL) {
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@ -1156,6 +1180,24 @@ D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
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return -1;
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}
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/* Make sure the render target is updated if it was locked and written to */
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texturerep = &texturedata->texture;
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if (texturerep->dirty && texturerep->staging) {
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if (!texturerep->texture) {
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result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage,
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PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL);
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if (FAILED(result)) {
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return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
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}
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}
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result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture);
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if (FAILED(result)) {
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return D3D_SetError("UpdateTexture()", result);
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}
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texturerep->dirty = SDL_FALSE;
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}
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result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget);
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if(FAILED(result)) {
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return D3D_SetError("GetSurfaceLevel()", result);
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