mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-03-16 15:06:22 +01:00
1814 lines
60 KiB
C
1814 lines
60 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#include "SDL_render.h"
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#include "SDL_system.h"
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#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
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#include "../../core/windows/SDL_windows.h"
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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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#if SDL_VIDEO_RENDER_D3D
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#define D3D_DEBUG_INFO
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#include <d3d9.h>
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#endif
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#include "SDL_shaders_d3d.h"
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typedef struct
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{
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SDL_Rect viewport;
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SDL_bool viewport_dirty;
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SDL_Texture *texture;
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SDL_BlendMode blend;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_enabled_dirty;
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SDL_Rect cliprect;
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SDL_bool cliprect_dirty;
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SDL_bool is_copy_ex;
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LPDIRECT3DPIXELSHADER9 shader;
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} D3D_DrawStateCache;
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/* Direct3D renderer implementation */
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typedef struct
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{
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void* d3dDLL;
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IDirect3D9 *d3d;
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IDirect3DDevice9 *device;
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UINT adapter;
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D3DPRESENT_PARAMETERS pparams;
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SDL_bool updateSize;
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SDL_bool beginScene;
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SDL_bool enableSeparateAlphaBlend;
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D3DTEXTUREFILTERTYPE scaleMode[8];
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IDirect3DSurface9 *defaultRenderTarget;
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IDirect3DSurface9 *currentRenderTarget;
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void* d3dxDLL;
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LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
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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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} D3D_RenderData;
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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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D3DFORMAT d3dfmt;
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IDirect3DTexture9 *texture;
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IDirect3DTexture9 *staging;
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} D3D_TextureRep;
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typedef struct
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{
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D3D_TextureRep texture;
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D3DTEXTUREFILTERTYPE scaleMode;
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/* YV12 texture support */
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SDL_bool yuv;
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D3D_TextureRep utexture;
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D3D_TextureRep vtexture;
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Uint8 *pixels;
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int pitch;
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SDL_Rect locked_rect;
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} D3D_TextureData;
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typedef struct
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{
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float x, y, z;
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DWORD color;
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float u, v;
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} Vertex;
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static int
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D3D_SetError(const char *prefix, HRESULT result)
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{
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const char *error;
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switch (result) {
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case D3DERR_WRONGTEXTUREFORMAT:
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error = "WRONGTEXTUREFORMAT";
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break;
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case D3DERR_UNSUPPORTEDCOLOROPERATION:
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error = "UNSUPPORTEDCOLOROPERATION";
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break;
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case D3DERR_UNSUPPORTEDCOLORARG:
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error = "UNSUPPORTEDCOLORARG";
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break;
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case D3DERR_UNSUPPORTEDALPHAOPERATION:
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error = "UNSUPPORTEDALPHAOPERATION";
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break;
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case D3DERR_UNSUPPORTEDALPHAARG:
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error = "UNSUPPORTEDALPHAARG";
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break;
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case D3DERR_TOOMANYOPERATIONS:
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error = "TOOMANYOPERATIONS";
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break;
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case D3DERR_CONFLICTINGTEXTUREFILTER:
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error = "CONFLICTINGTEXTUREFILTER";
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break;
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case D3DERR_UNSUPPORTEDFACTORVALUE:
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error = "UNSUPPORTEDFACTORVALUE";
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break;
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case D3DERR_CONFLICTINGRENDERSTATE:
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error = "CONFLICTINGRENDERSTATE";
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break;
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case D3DERR_UNSUPPORTEDTEXTUREFILTER:
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error = "UNSUPPORTEDTEXTUREFILTER";
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break;
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case D3DERR_CONFLICTINGTEXTUREPALETTE:
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error = "CONFLICTINGTEXTUREPALETTE";
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break;
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case D3DERR_DRIVERINTERNALERROR:
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error = "DRIVERINTERNALERROR";
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break;
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case D3DERR_NOTFOUND:
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error = "NOTFOUND";
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break;
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case D3DERR_MOREDATA:
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error = "MOREDATA";
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break;
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case D3DERR_DEVICELOST:
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error = "DEVICELOST";
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break;
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case D3DERR_DEVICENOTRESET:
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error = "DEVICENOTRESET";
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break;
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case D3DERR_NOTAVAILABLE:
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error = "NOTAVAILABLE";
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break;
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case D3DERR_OUTOFVIDEOMEMORY:
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error = "OUTOFVIDEOMEMORY";
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break;
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case D3DERR_INVALIDDEVICE:
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error = "INVALIDDEVICE";
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break;
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case D3DERR_INVALIDCALL:
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error = "INVALIDCALL";
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break;
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case D3DERR_DRIVERINVALIDCALL:
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error = "DRIVERINVALIDCALL";
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break;
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case D3DERR_WASSTILLDRAWING:
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error = "WASSTILLDRAWING";
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break;
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default:
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error = "UNKNOWN";
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break;
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}
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return SDL_SetError("%s: %s", prefix, error);
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}
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static D3DFORMAT
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PixelFormatToD3DFMT(Uint32 format)
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{
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switch (format) {
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case SDL_PIXELFORMAT_RGB565:
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return D3DFMT_R5G6B5;
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case SDL_PIXELFORMAT_RGB888:
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return D3DFMT_X8R8G8B8;
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case SDL_PIXELFORMAT_ARGB8888:
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return D3DFMT_A8R8G8B8;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_NV12:
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case SDL_PIXELFORMAT_NV21:
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return D3DFMT_L8;
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default:
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return D3DFMT_UNKNOWN;
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}
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}
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static Uint32
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D3DFMTToPixelFormat(D3DFORMAT format)
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{
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switch (format) {
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case D3DFMT_R5G6B5:
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return SDL_PIXELFORMAT_RGB565;
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case D3DFMT_X8R8G8B8:
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return SDL_PIXELFORMAT_RGB888;
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case D3DFMT_A8R8G8B8:
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return SDL_PIXELFORMAT_ARGB8888;
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default:
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return SDL_PIXELFORMAT_UNKNOWN;
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}
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}
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static void
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D3D_InitRenderState(D3D_RenderData *data)
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{
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D3DMATRIX matrix;
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IDirect3DDevice9 *device = data->device;
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IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetVertexShader(device, NULL);
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IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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/* Enable color modulation by diffuse color */
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
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D3DTA_DIFFUSE);
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/* Enable alpha modulation by diffuse alpha */
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
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D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
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D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
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D3DTA_DIFFUSE);
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/* Enable separate alpha blend function, if possible */
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if (data->enableSeparateAlphaBlend) {
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IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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}
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/* Disable second texture stage, since we're done */
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
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D3DTOP_DISABLE);
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
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D3DTOP_DISABLE);
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/* Set an identity world and view matrix */
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SDL_zero(matrix);
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matrix.m[0][0] = 1.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[3][3] = 1.0f;
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IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
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IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
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/* Reset our current scale mode */
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SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
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/* Start the render with beginScene */
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data->beginScene = SDL_TRUE;
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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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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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HRESULT result;
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if (data->updateSize) {
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SDL_Window *window = renderer->window;
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int w, h;
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Uint32 window_flags = SDL_GetWindowFlags(window);
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SDL_GetWindowSize(window, &w, &h);
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data->pparams.BackBufferWidth = w;
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data->pparams.BackBufferHeight = h;
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if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
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SDL_DisplayMode fullscreen_mode;
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SDL_GetWindowDisplayMode(window, &fullscreen_mode);
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data->pparams.Windowed = FALSE;
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data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
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data->pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
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} else {
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data->pparams.Windowed = TRUE;
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data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
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data->pparams.FullScreen_RefreshRateInHz = 0;
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}
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if (D3D_Reset(renderer) < 0) {
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return -1;
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}
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data->updateSize = SDL_FALSE;
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}
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if (data->beginScene) {
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result = IDirect3DDevice9_BeginScene(data->device);
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if (result == D3DERR_DEVICELOST) {
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if (D3D_Reset(renderer) < 0) {
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return -1;
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}
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result = IDirect3DDevice9_BeginScene(data->device);
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}
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if (FAILED(result)) {
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return D3D_SetError("BeginScene()", result);
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}
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data->beginScene = SDL_FALSE;
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}
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return 0;
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}
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static void
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D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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data->updateSize = SDL_TRUE;
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}
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}
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static D3DBLEND GetBlendFunc(SDL_BlendFactor factor)
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{
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switch (factor) {
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case SDL_BLENDFACTOR_ZERO:
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return D3DBLEND_ZERO;
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case SDL_BLENDFACTOR_ONE:
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return D3DBLEND_ONE;
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case SDL_BLENDFACTOR_SRC_COLOR:
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return D3DBLEND_SRCCOLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
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return D3DBLEND_INVSRCCOLOR;
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case SDL_BLENDFACTOR_SRC_ALPHA:
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return D3DBLEND_SRCALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
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return D3DBLEND_INVSRCALPHA;
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case SDL_BLENDFACTOR_DST_COLOR:
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return D3DBLEND_DESTCOLOR;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
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return D3DBLEND_INVDESTCOLOR;
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case SDL_BLENDFACTOR_DST_ALPHA:
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return D3DBLEND_DESTALPHA;
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case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
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return D3DBLEND_INVDESTALPHA;
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default:
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return (D3DBLEND)0;
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}
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}
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static SDL_bool
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D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
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SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
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SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
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SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
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if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
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!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) {
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return SDL_FALSE;
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}
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if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) {
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return SDL_FALSE;
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}
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if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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}
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static int
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D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h)
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{
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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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texture->d3dfmt = d3dfmt;
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result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
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PixelFormatToD3DFMT(format),
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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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return 0;
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}
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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, 0,
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texture->d3dfmt, 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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}
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}
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return 0;
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}
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static int
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D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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{
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if (texture->texture) {
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IDirect3DTexture9_Release(texture->texture);
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texture->texture = NULL;
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}
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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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static int
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D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch)
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{
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RECT d3drect;
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D3DLOCKED_RECT locked;
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const Uint8 *src;
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Uint8 *dst;
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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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}
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src = (const Uint8 *)pixels;
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dst = (Uint8 *)locked.pBits;
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length = w * SDL_BYTESPERPIXEL(texture->format);
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if (length == pitch && length == locked.Pitch) {
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SDL_memcpy(dst, src, length*h);
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} else {
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if (length > pitch) {
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length = pitch;
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}
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if (length > locked.Pitch) {
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length = locked.Pitch;
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}
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for (row = 0; row < h; ++row) {
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SDL_memcpy(dst, src, length);
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src += pitch;
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dst += locked.Pitch;
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}
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}
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result = IDirect3DTexture9_UnlockRect(texture->staging, 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("UnlockRect()", result);
|
|
}
|
|
texture->dirty = SDL_TRUE;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D_DestroyTextureRep(D3D_TextureRep *texture)
|
|
{
|
|
if (texture->texture) {
|
|
IDirect3DTexture9_Release(texture->texture);
|
|
texture->texture = NULL;
|
|
}
|
|
if (texture->staging) {
|
|
IDirect3DTexture9_Release(texture->staging);
|
|
texture->staging = NULL;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
D3D_TextureData *texturedata;
|
|
DWORD usage;
|
|
|
|
texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata));
|
|
if (!texturedata) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
texturedata->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
|
|
|
|
texture->driverdata = texturedata;
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
usage = D3DUSAGE_RENDERTARGET;
|
|
} else {
|
|
usage = 0;
|
|
}
|
|
|
|
if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (texture->format == SDL_PIXELFORMAT_YV12 ||
|
|
texture->format == SDL_PIXELFORMAT_IYUV) {
|
|
texturedata->yuv = SDL_TRUE;
|
|
|
|
if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
|
|
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
|
|
|
|
if (!texturedata) {
|
|
return 0;
|
|
}
|
|
|
|
if (D3D_RecreateTextureRep(data->device, &texturedata->texture) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (texturedata->yuv) {
|
|
if (D3D_RecreateTextureRep(data->device, &texturedata->utexture) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, const void *pixels, int pitch)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
|
|
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
|
|
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (texturedata->yuv) {
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
|
|
|
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/* Skip to the correct offset into the next texture */
|
|
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
|
|
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
|
|
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
|
|
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
|
return -1;
|
|
}
|
|
if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch) < 0) {
|
|
return -1;
|
|
}
|
|
if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch) < 0) {
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, void **pixels, int *pitch)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
|
|
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
|
|
IDirect3DDevice9 *device = data->device;
|
|
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
texturedata->locked_rect = *rect;
|
|
|
|
if (texturedata->yuv) {
|
|
/* It's more efficient to upload directly... */
|
|
if (!texturedata->pixels) {
|
|
texturedata->pitch = texture->w;
|
|
texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2);
|
|
if (!texturedata->pixels) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
}
|
|
*pixels =
|
|
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
*pitch = texturedata->pitch;
|
|
} else {
|
|
RECT d3drect;
|
|
D3DLOCKED_RECT locked;
|
|
HRESULT result;
|
|
|
|
if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
d3drect.left = rect->x;
|
|
d3drect.right = rect->x + rect->w;
|
|
d3drect.top = rect->y;
|
|
d3drect.bottom = rect->y + rect->h;
|
|
|
|
result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("LockRect()", result);
|
|
}
|
|
*pixels = locked.pBits;
|
|
*pitch = locked.Pitch;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
/*D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;*/
|
|
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
|
|
|
|
if (!texturedata) {
|
|
return;
|
|
}
|
|
|
|
if (texturedata->yuv) {
|
|
const SDL_Rect *rect = &texturedata->locked_rect;
|
|
void *pixels =
|
|
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch);
|
|
} else {
|
|
IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0);
|
|
texturedata->texture.dirty = SDL_TRUE;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
D3D_TextureData *texturedata;
|
|
D3D_TextureRep *texturerep;
|
|
HRESULT result;
|
|
IDirect3DDevice9 *device = data->device;
|
|
|
|
/* Release the previous render target if it wasn't the default one */
|
|
if (data->currentRenderTarget != NULL) {
|
|
IDirect3DSurface9_Release(data->currentRenderTarget);
|
|
data->currentRenderTarget = NULL;
|
|
}
|
|
|
|
if (texture == NULL) {
|
|
IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
|
|
return 0;
|
|
}
|
|
|
|
texturedata = (D3D_TextureData *)texture->driverdata;
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
/* Make sure the render target is updated if it was locked and written to */
|
|
texturerep = &texturedata->texture;
|
|
if (texturerep->dirty && texturerep->staging) {
|
|
if (!texturerep->texture) {
|
|
result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage,
|
|
PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
|
|
}
|
|
}
|
|
|
|
result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("UpdateTexture()", result);
|
|
}
|
|
texturerep->dirty = SDL_FALSE;
|
|
}
|
|
|
|
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget);
|
|
if(FAILED(result)) {
|
|
return D3D_SetError("GetSurfaceLevel()", result);
|
|
}
|
|
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
|
|
if(FAILED(result)) {
|
|
return D3D_SetError("SetRenderTarget()", result);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
return D3D_SetRenderTargetInternal(renderer, texture);
|
|
}
|
|
|
|
|
|
static int
|
|
D3D_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
|
|
{
|
|
return 0; /* nothing to do in this backend. */
|
|
}
|
|
|
|
static int
|
|
D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
|
{
|
|
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
|
|
const size_t vertslen = count * sizeof (Vertex);
|
|
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
|
|
size_t i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
SDL_memset(verts, '\0', vertslen);
|
|
cmd->data.draw.count = count;
|
|
|
|
for (i = 0; i < count; i++, verts++, points++) {
|
|
verts->x = points->x;
|
|
verts->y = points->y;
|
|
verts->color = color;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
{
|
|
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
|
|
const size_t vertslen = count * sizeof (Vertex) * 4;
|
|
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
|
|
size_t i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
SDL_memset(verts, '\0', vertslen);
|
|
cmd->data.draw.count = count;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
const SDL_FRect *rect = &rects[i];
|
|
const float minx = rect->x;
|
|
const float maxx = rect->x + rect->w;
|
|
const float miny = rect->y;
|
|
const float maxy = rect->y + rect->h;
|
|
|
|
verts->x = minx;
|
|
verts->y = miny;
|
|
verts->color = color;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = miny;
|
|
verts->color = color;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = maxy;
|
|
verts->color = color;
|
|
verts++;
|
|
|
|
verts->x = minx;
|
|
verts->y = maxy;
|
|
verts->color = color;
|
|
verts++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
{
|
|
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
|
|
float minx, miny, maxx, maxy;
|
|
float minu, maxu, minv, maxv;
|
|
const size_t vertslen = sizeof (Vertex) * 4;
|
|
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
minx = dstrect->x - 0.5f;
|
|
miny = dstrect->y - 0.5f;
|
|
maxx = dstrect->x + dstrect->w - 0.5f;
|
|
maxy = dstrect->y + dstrect->h - 0.5f;
|
|
|
|
minu = (float) srcrect->x / texture->w;
|
|
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
|
|
minv = (float) srcrect->y / texture->h;
|
|
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
|
|
|
|
verts->x = minx;
|
|
verts->y = miny;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = minu;
|
|
verts->v = minv;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = miny;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = maxu;
|
|
verts->v = minv;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = maxy;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = maxu;
|
|
verts->v = maxv;
|
|
verts++;
|
|
|
|
verts->x = minx;
|
|
verts->y = maxy;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = minu;
|
|
verts->v = maxv;
|
|
verts++;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
|
{
|
|
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
|
|
float minx, miny, maxx, maxy;
|
|
float minu, maxu, minv, maxv;
|
|
const size_t vertslen = sizeof (Vertex) * 5;
|
|
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
minx = -center->x;
|
|
maxx = dstrect->w - center->x;
|
|
miny = -center->y;
|
|
maxy = dstrect->h - center->y;
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
minu = (float) (srcquad->x + srcquad->w) / texture->w;
|
|
maxu = (float) srcquad->x / texture->w;
|
|
} else {
|
|
minu = (float) srcquad->x / texture->w;
|
|
maxu = (float) (srcquad->x + srcquad->w) / texture->w;
|
|
}
|
|
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
minv = (float) (srcquad->y + srcquad->h) / texture->h;
|
|
maxv = (float) srcquad->y / texture->h;
|
|
} else {
|
|
minv = (float) srcquad->y / texture->h;
|
|
maxv = (float) (srcquad->y + srcquad->h) / texture->h;
|
|
}
|
|
|
|
verts->x = minx;
|
|
verts->y = miny;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = minu;
|
|
verts->v = minv;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = miny;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = maxu;
|
|
verts->v = minv;
|
|
verts++;
|
|
|
|
verts->x = maxx;
|
|
verts->y = maxy;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = maxu;
|
|
verts->v = maxv;
|
|
verts++;
|
|
|
|
verts->x = minx;
|
|
verts->y = maxy;
|
|
verts->z = 0.0f;
|
|
verts->color = color;
|
|
verts->u = minu;
|
|
verts->v = maxv;
|
|
verts++;
|
|
|
|
verts->x = dstrect->x + center->x - 0.5f; /* X translation */
|
|
verts->y = dstrect->y + center->y - 0.5f; /* Y translation */
|
|
verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
|
|
verts->color = 0;
|
|
verts->u = 0.0f;
|
|
verts->v = 0.0f;
|
|
verts++;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
|
|
{
|
|
HRESULT result;
|
|
|
|
if (texture->dirty && texture->staging) {
|
|
if (!texture->texture) {
|
|
result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
|
|
PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
|
|
}
|
|
}
|
|
|
|
result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("UpdateTexture()", result);
|
|
}
|
|
texture->dirty = SDL_FALSE;
|
|
}
|
|
result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("SetTexture()", result);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
|
|
{
|
|
if (texturedata->scaleMode != data->scaleMode[index]) {
|
|
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER,
|
|
texturedata->scaleMode);
|
|
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER,
|
|
texturedata->scaleMode);
|
|
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU,
|
|
D3DTADDRESS_CLAMP);
|
|
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV,
|
|
D3DTADDRESS_CLAMP);
|
|
data->scaleMode[index] = texturedata->scaleMode;
|
|
}
|
|
}
|
|
|
|
static int
|
|
SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
|
|
{
|
|
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
|
|
|
|
SDL_assert(*shader == NULL);
|
|
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
UpdateTextureScaleMode(data, texturedata, 0);
|
|
|
|
if (BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (texturedata->yuv) {
|
|
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
|
|
case SDL_YUV_CONVERSION_JPEG:
|
|
*shader = data->shaders[SHADER_YUV_JPEG];
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT601:
|
|
*shader = data->shaders[SHADER_YUV_BT601];
|
|
break;
|
|
case SDL_YUV_CONVERSION_BT709:
|
|
*shader = data->shaders[SHADER_YUV_BT709];
|
|
break;
|
|
default:
|
|
return SDL_SetError("Unsupported YUV conversion mode");
|
|
}
|
|
|
|
UpdateTextureScaleMode(data, texturedata, 1);
|
|
UpdateTextureScaleMode(data, texturedata, 2);
|
|
|
|
if (BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
|
|
return -1;
|
|
}
|
|
if (BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
|
|
{
|
|
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
|
|
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
|
|
SDL_Texture *texture = cmd->data.draw.texture;
|
|
const SDL_BlendMode blend = cmd->data.draw.blend;
|
|
|
|
if (texture != data->drawstate.texture) {
|
|
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
|
|
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;
|
|
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
|
|
|
/* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */
|
|
if (texture == NULL) {
|
|
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
|
|
}
|
|
if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
|
|
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
|
|
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
|
|
}
|
|
if (texture && SetupTextureState(data, texture, &shader) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (shader != data->drawstate.shader) {
|
|
const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, shader);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
|
|
}
|
|
data->drawstate.shader = shader;
|
|
}
|
|
|
|
data->drawstate.texture = texture;
|
|
}
|
|
|
|
if (blend != data->drawstate.blend) {
|
|
if (blend == SDL_BLENDMODE_NONE) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE);
|
|
} else {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE);
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
|
|
GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)));
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
|
|
if (data->enableSeparateAlphaBlend) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)));
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
|
|
}
|
|
}
|
|
|
|
data->drawstate.blend = blend;
|
|
}
|
|
|
|
if (is_copy_ex != was_copy_ex) {
|
|
if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */
|
|
const Float4X4 d3dmatrix = MatrixIdentity();
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix);
|
|
}
|
|
data->drawstate.is_copy_ex = is_copy_ex;
|
|
}
|
|
|
|
if (data->drawstate.viewport_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f };
|
|
IDirect3DDevice9_SetViewport(data->device, &d3dviewport);
|
|
|
|
/* Set an orthographic projection matrix */
|
|
if (viewport->w && viewport->h) {
|
|
D3DMATRIX d3dmatrix;
|
|
SDL_zero(d3dmatrix);
|
|
d3dmatrix.m[0][0] = 2.0f / viewport->w;
|
|
d3dmatrix.m[1][1] = -2.0f / viewport->h;
|
|
d3dmatrix.m[2][2] = 1.0f;
|
|
d3dmatrix.m[3][0] = -1.0f;
|
|
d3dmatrix.m[3][1] = 1.0f;
|
|
d3dmatrix.m[3][3] = 1.0f;
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &d3dmatrix);
|
|
}
|
|
|
|
data->drawstate.viewport_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_enabled_dirty) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE);
|
|
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
|
|
}
|
|
|
|
if (data->drawstate.cliprect_dirty) {
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
const RECT d3drect = { viewport->x + rect->x, viewport->y + rect->y, viewport->x + rect->x + rect->w, viewport->y + rect->y + rect->h };
|
|
IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
|
|
data->drawstate.cliprect_dirty = SDL_FALSE;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
const int vboidx = data->currentVertexBuffer;
|
|
IDirect3DVertexBuffer9 *vbo = NULL;
|
|
const SDL_bool istarget = renderer->target != NULL;
|
|
size_t i;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/* upload the new VBO data for this set of commands. */
|
|
vbo = data->vertexBuffers[vboidx];
|
|
if (!vbo || (data->vertexBufferSize[vboidx] < vertsize)) {
|
|
const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
|
|
const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
|
|
if (vbo) {
|
|
IDirect3DVertexBuffer9_Release(vbo);
|
|
}
|
|
|
|
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
|
|
vbo = NULL;
|
|
}
|
|
data->vertexBuffers[vboidx] = vbo;
|
|
data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
|
|
}
|
|
|
|
if (vbo) {
|
|
void *ptr;
|
|
if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD))) {
|
|
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
|
|
} else {
|
|
SDL_memcpy(ptr, vertices, vertsize);
|
|
if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
|
|
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
|
|
}
|
|
}
|
|
}
|
|
|
|
/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
|
|
if (vbo) {
|
|
data->currentVertexBuffer++;
|
|
if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
|
|
data->currentVertexBuffer = 0;
|
|
}
|
|
} else if (!data->reportedVboProblem) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
|
|
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
|
|
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
|
|
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
|
|
data->reportedVboProblem = SDL_TRUE;
|
|
}
|
|
|
|
IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof (Vertex));
|
|
|
|
while (cmd) {
|
|
switch (cmd->command) {
|
|
case SDL_RENDERCMD_SETDRAWCOLOR: {
|
|
/* currently this is sent with each vertex, but if we move to
|
|
shaders, we can put this in a uniform here and reduce vertex
|
|
buffer bandwidth */
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETVIEWPORT: {
|
|
SDL_Rect *viewport = &data->drawstate.viewport;
|
|
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
|
|
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETCLIPRECT: {
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
|
|
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
|
|
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
|
|
}
|
|
|
|
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
|
|
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
|
|
data->drawstate.cliprect_dirty = SDL_TRUE;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_CLEAR: {
|
|
const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b);
|
|
const SDL_Rect *viewport = &data->drawstate.viewport;
|
|
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
|
|
const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
|
|
|
|
if (data->drawstate.cliprect_enabled) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
|
|
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
|
|
}
|
|
|
|
/* Don't reset the viewport if we don't have to! */
|
|
if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
|
|
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
|
|
} else {
|
|
/* Clear is defined to clear the entire render target */
|
|
const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
|
|
IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_POINTS: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const size_t first = cmd->data.draw.first;
|
|
SetDrawState(data, cmd);
|
|
if (vbo) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, first / sizeof (Vertex), count);
|
|
} else {
|
|
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count, verts, sizeof (Vertex));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_LINES: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const size_t first = cmd->data.draw.first;
|
|
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
|
|
|
|
/* DirectX 9 has the same line rasterization semantics as GDI,
|
|
so we need to close the endpoint of the line with a second draw call. */
|
|
const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y));
|
|
|
|
SetDrawState(data, cmd);
|
|
|
|
if (vbo) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, first / sizeof (Vertex), count - 1);
|
|
if (close_endpoint) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (first / sizeof (Vertex)) + (count - 1), 1);
|
|
}
|
|
} else {
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count - 1, verts, sizeof (Vertex));
|
|
if (close_endpoint) {
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_FILL_RECTS: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const size_t first = cmd->data.draw.first;
|
|
SetDrawState(data, cmd);
|
|
if (vbo) {
|
|
size_t offset = 0;
|
|
for (i = 0; i < count; ++i, offset += 4) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (first / sizeof (Vertex)) + offset, 2);
|
|
}
|
|
} else {
|
|
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
|
|
for (i = 0; i < count; ++i, verts += 4) {
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_COPY: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const size_t first = cmd->data.draw.first;
|
|
SetDrawState(data, cmd);
|
|
if (vbo) {
|
|
size_t offset = 0;
|
|
for (i = 0; i < count; ++i, offset += 4) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (first / sizeof (Vertex)) + offset, 2);
|
|
}
|
|
} else {
|
|
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
|
|
for (i = 0; i < count; ++i, verts += 4) {
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_COPY_EX: {
|
|
const size_t first = cmd->data.draw.first;
|
|
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
|
|
const Vertex *transvert = verts + 4;
|
|
const float translatex = transvert->x;
|
|
const float translatey = transvert->y;
|
|
const float rotation = transvert->z;
|
|
const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
|
|
SetDrawState(data, cmd);
|
|
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
|
|
|
|
if (vbo) {
|
|
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, first / sizeof (Vertex), 2);
|
|
} else {
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
break;
|
|
}
|
|
|
|
cmd = cmd->next;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
static int
|
|
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 format, void * pixels, int pitch)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
D3DSURFACE_DESC desc;
|
|
LPDIRECT3DSURFACE9 backBuffer;
|
|
LPDIRECT3DSURFACE9 surface;
|
|
RECT d3drect;
|
|
D3DLOCKED_RECT locked;
|
|
HRESULT result;
|
|
|
|
if (data->currentRenderTarget) {
|
|
backBuffer = data->currentRenderTarget;
|
|
} else {
|
|
backBuffer = data->defaultRenderTarget;
|
|
}
|
|
|
|
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
|
|
if (FAILED(result)) {
|
|
IDirect3DSurface9_Release(backBuffer);
|
|
return D3D_SetError("GetDesc()", result);
|
|
}
|
|
|
|
result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
|
|
if (FAILED(result)) {
|
|
IDirect3DSurface9_Release(backBuffer);
|
|
return D3D_SetError("CreateOffscreenPlainSurface()", result);
|
|
}
|
|
|
|
result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
|
|
if (FAILED(result)) {
|
|
IDirect3DSurface9_Release(surface);
|
|
IDirect3DSurface9_Release(backBuffer);
|
|
return D3D_SetError("GetRenderTargetData()", result);
|
|
}
|
|
|
|
d3drect.left = rect->x;
|
|
d3drect.right = rect->x + rect->w;
|
|
d3drect.top = rect->y;
|
|
d3drect.bottom = rect->y + rect->h;
|
|
|
|
result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
|
|
if (FAILED(result)) {
|
|
IDirect3DSurface9_Release(surface);
|
|
IDirect3DSurface9_Release(backBuffer);
|
|
return D3D_SetError("LockRect()", result);
|
|
}
|
|
|
|
SDL_ConvertPixels(rect->w, rect->h,
|
|
D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
|
|
format, pixels, pitch);
|
|
|
|
IDirect3DSurface9_UnlockRect(surface);
|
|
|
|
IDirect3DSurface9_Release(surface);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D_RenderPresent(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
HRESULT result;
|
|
|
|
if (!data->beginScene) {
|
|
IDirect3DDevice9_EndScene(data->device);
|
|
data->beginScene = SDL_TRUE;
|
|
}
|
|
|
|
result = IDirect3DDevice9_TestCooperativeLevel(data->device);
|
|
if (result == D3DERR_DEVICELOST) {
|
|
/* We'll reset later */
|
|
return;
|
|
}
|
|
if (result == D3DERR_DEVICENOTRESET) {
|
|
D3D_Reset(renderer);
|
|
}
|
|
result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
|
|
if (FAILED(result)) {
|
|
D3D_SetError("Present()", result);
|
|
}
|
|
}
|
|
|
|
static void
|
|
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
|
|
|
|
if (!data) {
|
|
return;
|
|
}
|
|
D3D_DestroyTextureRep(&data->texture);
|
|
D3D_DestroyTextureRep(&data->utexture);
|
|
D3D_DestroyTextureRep(&data->vtexture);
|
|
SDL_free(data->pixels);
|
|
SDL_free(data);
|
|
texture->driverdata = NULL;
|
|
}
|
|
|
|
static void
|
|
D3D_DestroyRenderer(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
|
|
if (data) {
|
|
int i;
|
|
|
|
/* Release the render target */
|
|
if (data->defaultRenderTarget) {
|
|
IDirect3DSurface9_Release(data->defaultRenderTarget);
|
|
data->defaultRenderTarget = NULL;
|
|
}
|
|
if (data->currentRenderTarget != NULL) {
|
|
IDirect3DSurface9_Release(data->currentRenderTarget);
|
|
data->currentRenderTarget = NULL;
|
|
}
|
|
for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
|
|
if (data->shaders[i]) {
|
|
IDirect3DPixelShader9_Release(data->shaders[i]);
|
|
data->shaders[i] = NULL;
|
|
}
|
|
}
|
|
if (data->device) {
|
|
IDirect3DDevice9_Release(data->device);
|
|
data->device = NULL;
|
|
}
|
|
if (data->d3d) {
|
|
IDirect3D9_Release(data->d3d);
|
|
SDL_UnloadObject(data->d3dDLL);
|
|
}
|
|
SDL_free(data);
|
|
}
|
|
SDL_free(renderer);
|
|
}
|
|
|
|
static int
|
|
D3D_Reset(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
HRESULT result;
|
|
SDL_Texture *texture;
|
|
|
|
/* Release the default render target before reset */
|
|
if (data->defaultRenderTarget) {
|
|
IDirect3DSurface9_Release(data->defaultRenderTarget);
|
|
data->defaultRenderTarget = NULL;
|
|
}
|
|
if (data->currentRenderTarget != NULL) {
|
|
IDirect3DSurface9_Release(data->currentRenderTarget);
|
|
data->currentRenderTarget = NULL;
|
|
}
|
|
|
|
/* Release application render targets */
|
|
for (texture = renderer->textures; texture; texture = texture->next) {
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
D3D_DestroyTexture(renderer, texture);
|
|
} else {
|
|
D3D_RecreateTexture(renderer, texture);
|
|
}
|
|
}
|
|
|
|
result = IDirect3DDevice9_Reset(data->device, &data->pparams);
|
|
if (FAILED(result)) {
|
|
if (result == D3DERR_DEVICELOST) {
|
|
/* Don't worry about it, we'll reset later... */
|
|
return 0;
|
|
} else {
|
|
return D3D_SetError("Reset()", result);
|
|
}
|
|
}
|
|
|
|
/* Allocate application render targets */
|
|
for (texture = renderer->textures; texture; texture = texture->next) {
|
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
D3D_CreateTexture(renderer, texture);
|
|
}
|
|
}
|
|
|
|
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
|
|
D3D_InitRenderState(data);
|
|
D3D_SetRenderTargetInternal(renderer, renderer->target);
|
|
data->drawstate.viewport_dirty = SDL_TRUE;
|
|
|
|
/* Let the application know that render targets were reset */
|
|
{
|
|
SDL_Event event;
|
|
event.type = SDL_RENDER_TARGETS_RESET;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
SDL_Renderer *
|
|
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
{
|
|
SDL_Renderer *renderer;
|
|
D3D_RenderData *data;
|
|
SDL_SysWMinfo windowinfo;
|
|
HRESULT result;
|
|
D3DPRESENT_PARAMETERS pparams;
|
|
IDirect3DSwapChain9 *chain;
|
|
D3DCAPS9 caps;
|
|
DWORD device_flags;
|
|
Uint32 window_flags;
|
|
int w, h;
|
|
SDL_DisplayMode fullscreen_mode;
|
|
int displayIndex;
|
|
|
|
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
|
if (!renderer) {
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
|
|
if (!data) {
|
|
SDL_free(renderer);
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
|
|
SDL_free(renderer);
|
|
SDL_free(data);
|
|
SDL_SetError("Unable to create Direct3D interface");
|
|
return NULL;
|
|
}
|
|
|
|
renderer->WindowEvent = D3D_WindowEvent;
|
|
renderer->SupportsBlendMode = D3D_SupportsBlendMode;
|
|
renderer->CreateTexture = D3D_CreateTexture;
|
|
renderer->UpdateTexture = D3D_UpdateTexture;
|
|
renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
|
|
renderer->LockTexture = D3D_LockTexture;
|
|
renderer->UnlockTexture = D3D_UnlockTexture;
|
|
renderer->SetRenderTarget = D3D_SetRenderTarget;
|
|
renderer->QueueSetViewport = D3D_QueueSetViewport;
|
|
renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
renderer->QueueDrawPoints = D3D_QueueDrawPoints;
|
|
renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
|
renderer->QueueFillRects = D3D_QueueFillRects;
|
|
renderer->QueueCopy = D3D_QueueCopy;
|
|
renderer->QueueCopyEx = D3D_QueueCopyEx;
|
|
renderer->RunCommandQueue = D3D_RunCommandQueue;
|
|
renderer->RenderReadPixels = D3D_RenderReadPixels;
|
|
renderer->RenderPresent = D3D_RenderPresent;
|
|
renderer->DestroyTexture = D3D_DestroyTexture;
|
|
renderer->DestroyRenderer = D3D_DestroyRenderer;
|
|
renderer->info = D3D_RenderDriver.info;
|
|
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
|
renderer->driverdata = data;
|
|
|
|
SDL_VERSION(&windowinfo.version);
|
|
SDL_GetWindowWMInfo(window, &windowinfo);
|
|
|
|
window_flags = SDL_GetWindowFlags(window);
|
|
SDL_GetWindowSize(window, &w, &h);
|
|
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
|
|
|
|
SDL_zero(pparams);
|
|
pparams.hDeviceWindow = windowinfo.info.win.window;
|
|
pparams.BackBufferWidth = w;
|
|
pparams.BackBufferHeight = h;
|
|
pparams.BackBufferCount = 1;
|
|
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
|
|
pparams.Windowed = FALSE;
|
|
pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
|
|
pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
|
|
} else {
|
|
pparams.Windowed = TRUE;
|
|
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
|
|
pparams.FullScreen_RefreshRateInHz = 0;
|
|
}
|
|
if (flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
|
|
} else {
|
|
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
}
|
|
|
|
/* Get the adapter for the display that the window is on */
|
|
displayIndex = SDL_GetWindowDisplayIndex(window);
|
|
data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
|
|
|
|
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
|
|
|
|
device_flags = D3DCREATE_FPU_PRESERVE;
|
|
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
|
|
device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
|
} else {
|
|
device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
|
}
|
|
|
|
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
|
|
device_flags |= D3DCREATE_MULTITHREADED;
|
|
}
|
|
|
|
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
|
|
D3DDEVTYPE_HAL,
|
|
pparams.hDeviceWindow,
|
|
device_flags,
|
|
&pparams, &data->device);
|
|
if (FAILED(result)) {
|
|
D3D_DestroyRenderer(renderer);
|
|
D3D_SetError("CreateDevice()", result);
|
|
return NULL;
|
|
}
|
|
|
|
/* Get presentation parameters to fill info */
|
|
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
|
|
if (FAILED(result)) {
|
|
D3D_DestroyRenderer(renderer);
|
|
D3D_SetError("GetSwapChain()", result);
|
|
return NULL;
|
|
}
|
|
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
|
|
if (FAILED(result)) {
|
|
IDirect3DSwapChain9_Release(chain);
|
|
D3D_DestroyRenderer(renderer);
|
|
D3D_SetError("GetPresentParameters()", result);
|
|
return NULL;
|
|
}
|
|
IDirect3DSwapChain9_Release(chain);
|
|
if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
|
|
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
|
}
|
|
data->pparams = pparams;
|
|
|
|
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
|
|
renderer->info.max_texture_width = caps.MaxTextureWidth;
|
|
renderer->info.max_texture_height = caps.MaxTextureHeight;
|
|
if (caps.NumSimultaneousRTs >= 2) {
|
|
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
|
|
}
|
|
|
|
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) {
|
|
data->enableSeparateAlphaBlend = SDL_TRUE;
|
|
}
|
|
|
|
/* Store the default render target */
|
|
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
|
|
data->currentRenderTarget = NULL;
|
|
|
|
/* Set up parameters for rendering */
|
|
D3D_InitRenderState(data);
|
|
|
|
if (caps.MaxSimultaneousTextures >= 3) {
|
|
int i;
|
|
for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
|
|
result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]);
|
|
if (FAILED(result)) {
|
|
D3D_SetError("CreatePixelShader()", result);
|
|
}
|
|
}
|
|
if (data->shaders[SHADER_YUV_JPEG] && data->shaders[SHADER_YUV_BT601] && data->shaders[SHADER_YUV_BT709]) {
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
|
|
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
|
|
}
|
|
}
|
|
|
|
data->drawstate.blend = SDL_BLENDMODE_INVALID;
|
|
|
|
return renderer;
|
|
}
|
|
|
|
SDL_RenderDriver D3D_RenderDriver = {
|
|
D3D_CreateRenderer,
|
|
{
|
|
"direct3d",
|
|
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
|
|
1,
|
|
{SDL_PIXELFORMAT_ARGB8888},
|
|
0,
|
|
0}
|
|
};
|
|
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
|
|
|
|
#ifdef __WIN32__
|
|
/* This function needs to always exist on Windows, for the Dynamic API. */
|
|
IDirect3DDevice9 *
|
|
SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
|
|
{
|
|
IDirect3DDevice9 *device = NULL;
|
|
|
|
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
|
|
/* Make sure that this is a D3D renderer */
|
|
if (renderer->DestroyRenderer != D3D_DestroyRenderer) {
|
|
SDL_SetError("Renderer is not a D3D renderer");
|
|
return NULL;
|
|
}
|
|
|
|
device = data->device;
|
|
if (device) {
|
|
IDirect3DDevice9_AddRef(device);
|
|
}
|
|
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
|
|
|
|
return device;
|
|
}
|
|
#endif /* __WIN32__ */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|