mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-01-22 01:57:18 +01:00
a6a4e27ae8
New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
1820 lines
58 KiB
C
1820 lines
58 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 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_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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/* Direct3D renderer implementation */
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static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void D3D_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static SDL_bool D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
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static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
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int pitch);
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static int D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateViewport(SDL_Renderer * renderer);
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static int D3D_UpdateClipRect(SDL_Renderer * renderer);
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static int D3D_RenderClear(SDL_Renderer * renderer);
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static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int D3D_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect);
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static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static void D3D_RenderPresent(SDL_Renderer * renderer);
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static void D3D_DestroyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static void D3D_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver D3D_RenderDriver = {
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D3D_CreateRenderer,
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{
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"direct3d",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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1,
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{SDL_PIXELFORMAT_ARGB8888},
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0,
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0}
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};
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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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} 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_SetVertexShader(device, NULL);
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IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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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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matrix.m[0][0] = 1.0f;
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matrix.m[0][1] = 0.0f;
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matrix.m[0][2] = 0.0f;
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matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = 0.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[1][2] = 0.0f;
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matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = 0.0f;
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matrix.m[2][1] = 0.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[2][3] = 0.0f;
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matrix.m[3][0] = 0.0f;
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matrix.m[3][1] = 0.0f;
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matrix.m[3][2] = 0.0f;
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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
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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
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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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SDL_Renderer *
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D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_Renderer *renderer;
|
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D3D_RenderData *data;
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SDL_SysWMinfo windowinfo;
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HRESULT result;
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D3DPRESENT_PARAMETERS pparams;
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IDirect3DSwapChain9 *chain;
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D3DCAPS9 caps;
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DWORD device_flags;
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Uint32 window_flags;
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int w, h;
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SDL_DisplayMode fullscreen_mode;
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int displayIndex;
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_free(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
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SDL_free(renderer);
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SDL_free(data);
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SDL_SetError("Unable to create Direct3D interface");
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return NULL;
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}
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renderer->WindowEvent = D3D_WindowEvent;
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renderer->SupportsBlendMode = D3D_SupportsBlendMode;
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renderer->CreateTexture = D3D_CreateTexture;
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renderer->UpdateTexture = D3D_UpdateTexture;
|
|
renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
|
|
renderer->LockTexture = D3D_LockTexture;
|
|
renderer->UnlockTexture = D3D_UnlockTexture;
|
|
renderer->SetRenderTarget = D3D_SetRenderTarget;
|
|
renderer->UpdateViewport = D3D_UpdateViewport;
|
|
renderer->UpdateClipRect = D3D_UpdateClipRect;
|
|
renderer->RenderClear = D3D_RenderClear;
|
|
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
|
|
renderer->RenderDrawLines = D3D_RenderDrawLines;
|
|
renderer->RenderFillRects = D3D_RenderFillRects;
|
|
renderer->RenderCopy = D3D_RenderCopy;
|
|
renderer->RenderCopyEx = D3D_RenderCopyEx;
|
|
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;
|
|
}
|
|
}
|
|
return renderer;
|
|
}
|
|
|
|
static void
|
|
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
|
|
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
data->updateSize = SDL_TRUE;
|
|
}
|
|
}
|
|
|
|
static D3DBLEND GetBlendFunc(SDL_BlendFactor factor)
|
|
{
|
|
switch (factor) {
|
|
case SDL_BLENDFACTOR_ZERO:
|
|
return D3DBLEND_ZERO;
|
|
case SDL_BLENDFACTOR_ONE:
|
|
return D3DBLEND_ONE;
|
|
case SDL_BLENDFACTOR_SRC_COLOR:
|
|
return D3DBLEND_SRCCOLOR;
|
|
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
|
|
return D3DBLEND_INVSRCCOLOR;
|
|
case SDL_BLENDFACTOR_SRC_ALPHA:
|
|
return D3DBLEND_SRCALPHA;
|
|
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
|
|
return D3DBLEND_INVSRCALPHA;
|
|
case SDL_BLENDFACTOR_DST_COLOR:
|
|
return D3DBLEND_DESTCOLOR;
|
|
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
|
|
return D3DBLEND_INVDESTCOLOR;
|
|
case SDL_BLENDFACTOR_DST_ALPHA:
|
|
return D3DBLEND_DESTALPHA;
|
|
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
|
|
return D3DBLEND_INVDESTALPHA;
|
|
default:
|
|
return (D3DBLEND)0;
|
|
}
|
|
}
|
|
|
|
static SDL_bool
|
|
D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
|
|
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
|
|
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
|
|
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
|
|
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
|
|
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
|
|
|
|
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
|
|
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) {
|
|
return SDL_FALSE;
|
|
}
|
|
if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) {
|
|
return SDL_FALSE;
|
|
}
|
|
if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) {
|
|
return SDL_FALSE;
|
|
}
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
static D3DTEXTUREFILTERTYPE
|
|
GetScaleQuality(void)
|
|
{
|
|
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
|
|
|
|
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
|
|
return D3DTEXF_POINT;
|
|
} else /* if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) */ {
|
|
return D3DTEXF_LINEAR;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h)
|
|
{
|
|
HRESULT result;
|
|
|
|
texture->dirty = SDL_FALSE;
|
|
texture->w = w;
|
|
texture->h = h;
|
|
texture->usage = usage;
|
|
texture->format = format;
|
|
texture->d3dfmt = d3dfmt;
|
|
|
|
result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
|
|
PixelFormatToD3DFMT(format),
|
|
D3DPOOL_DEFAULT, &texture->texture, NULL);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
static int
|
|
D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
|
|
{
|
|
HRESULT result;
|
|
|
|
if (texture->staging == NULL) {
|
|
result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0,
|
|
texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_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 int
|
|
D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture)
|
|
{
|
|
if (texture->texture) {
|
|
IDirect3DTexture9_Release(texture->texture);
|
|
texture->texture = NULL;
|
|
}
|
|
if (texture->staging) {
|
|
IDirect3DTexture9_AddDirtyRect(texture->staging, NULL);
|
|
texture->dirty = SDL_TRUE;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch)
|
|
{
|
|
RECT d3drect;
|
|
D3DLOCKED_RECT locked;
|
|
const Uint8 *src;
|
|
Uint8 *dst;
|
|
int row, length;
|
|
HRESULT result;
|
|
|
|
if (D3D_CreateStagingTexture(device, texture) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
d3drect.left = x;
|
|
d3drect.right = x + w;
|
|
d3drect.top = y;
|
|
d3drect.bottom = y + h;
|
|
|
|
result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("LockRect()", result);
|
|
}
|
|
|
|
src = (const Uint8 *)pixels;
|
|
dst = (Uint8 *)locked.pBits;
|
|
length = w * SDL_BYTESPERPIXEL(texture->format);
|
|
if (length == pitch && length == locked.Pitch) {
|
|
SDL_memcpy(dst, src, length*h);
|
|
} else {
|
|
if (length > pitch) {
|
|
length = pitch;
|
|
}
|
|
if (length > locked.Pitch) {
|
|
length = locked.Pitch;
|
|
}
|
|
for (row = 0; row < h; ++row) {
|
|
SDL_memcpy(dst, src, length);
|
|
src += pitch;
|
|
dst += locked.Pitch;
|
|
}
|
|
}
|
|
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 = GetScaleQuality();
|
|
|
|
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)
|
|
{
|
|
D3D_ActivateRenderer(renderer);
|
|
|
|
return D3D_SetRenderTargetInternal(renderer, texture);
|
|
}
|
|
|
|
static int
|
|
D3D_UpdateViewport(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
D3DVIEWPORT9 viewport;
|
|
D3DMATRIX matrix;
|
|
|
|
/* Set the viewport */
|
|
viewport.X = renderer->viewport.x;
|
|
viewport.Y = renderer->viewport.y;
|
|
viewport.Width = renderer->viewport.w;
|
|
viewport.Height = renderer->viewport.h;
|
|
viewport.MinZ = 0.0f;
|
|
viewport.MaxZ = 1.0f;
|
|
IDirect3DDevice9_SetViewport(data->device, &viewport);
|
|
|
|
/* Set an orthographic projection matrix */
|
|
if (renderer->viewport.w && renderer->viewport.h) {
|
|
matrix.m[0][0] = 2.0f / renderer->viewport.w;
|
|
matrix.m[0][1] = 0.0f;
|
|
matrix.m[0][2] = 0.0f;
|
|
matrix.m[0][3] = 0.0f;
|
|
matrix.m[1][0] = 0.0f;
|
|
matrix.m[1][1] = -2.0f / renderer->viewport.h;
|
|
matrix.m[1][2] = 0.0f;
|
|
matrix.m[1][3] = 0.0f;
|
|
matrix.m[2][0] = 0.0f;
|
|
matrix.m[2][1] = 0.0f;
|
|
matrix.m[2][2] = 1.0f;
|
|
matrix.m[2][3] = 0.0f;
|
|
matrix.m[3][0] = -1.0f;
|
|
matrix.m[3][1] = 1.0f;
|
|
matrix.m[3][2] = 0.0f;
|
|
matrix.m[3][3] = 1.0f;
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_UpdateClipRect(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
|
|
if (renderer->clipping_enabled) {
|
|
const SDL_Rect *rect = &renderer->clip_rect;
|
|
RECT r;
|
|
HRESULT result;
|
|
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
|
|
r.left = renderer->viewport.x + rect->x;
|
|
r.top = renderer->viewport.y + rect->y;
|
|
r.right = renderer->viewport.x + rect->x + rect->w;
|
|
r.bottom = renderer->viewport.y + rect->y + rect->h;
|
|
|
|
result = IDirect3DDevice9_SetScissorRect(data->device, &r);
|
|
if (result != D3D_OK) {
|
|
D3D_SetError("SetScissor()", result);
|
|
return -1;
|
|
}
|
|
} else {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RenderClear(SDL_Renderer * renderer)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
DWORD color;
|
|
HRESULT result;
|
|
int BackBufferWidth, BackBufferHeight;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
|
|
|
|
if (renderer->target) {
|
|
BackBufferWidth = renderer->target->w;
|
|
BackBufferHeight = renderer->target->h;
|
|
} else {
|
|
BackBufferWidth = data->pparams.BackBufferWidth;
|
|
BackBufferHeight = data->pparams.BackBufferHeight;
|
|
}
|
|
|
|
if (renderer->clipping_enabled) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
|
|
}
|
|
|
|
/* Don't reset the viewport if we don't have to! */
|
|
if (!renderer->viewport.x && !renderer->viewport.y &&
|
|
renderer->viewport.w == BackBufferWidth &&
|
|
renderer->viewport.h == BackBufferHeight) {
|
|
result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
|
|
} else {
|
|
D3DVIEWPORT9 viewport;
|
|
|
|
/* Clear is defined to clear the entire render target */
|
|
viewport.X = 0;
|
|
viewport.Y = 0;
|
|
viewport.Width = BackBufferWidth;
|
|
viewport.Height = BackBufferHeight;
|
|
viewport.MinZ = 0.0f;
|
|
viewport.MaxZ = 1.0f;
|
|
IDirect3DDevice9_SetViewport(data->device, &viewport);
|
|
|
|
result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
|
|
|
|
/* Reset the viewport */
|
|
viewport.X = renderer->viewport.x;
|
|
viewport.Y = renderer->viewport.y;
|
|
viewport.Width = renderer->viewport.w;
|
|
viewport.Height = renderer->viewport.h;
|
|
viewport.MinZ = 0.0f;
|
|
viewport.MaxZ = 1.0f;
|
|
IDirect3DDevice9_SetViewport(data->device, &viewport);
|
|
}
|
|
|
|
if (renderer->clipping_enabled) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
|
|
}
|
|
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("Clear()", result);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D_SetBlendMode(D3D_RenderData * data, SDL_BlendMode blendMode)
|
|
{
|
|
if (blendMode == 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(blendMode)));
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
|
|
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode)));
|
|
if (data->enableSeparateAlphaBlend) {
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
|
|
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode)));
|
|
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
|
|
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode)));
|
|
}
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
|
|
int count)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
DWORD color;
|
|
Vertex *vertices;
|
|
int i;
|
|
HRESULT result;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
D3D_SetBlendMode(data, renderer->blendMode);
|
|
|
|
result =
|
|
IDirect3DDevice9_SetTexture(data->device, 0,
|
|
(IDirect3DBaseTexture9 *) 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("SetTexture()", result);
|
|
}
|
|
|
|
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
|
|
|
|
vertices = SDL_stack_alloc(Vertex, count);
|
|
for (i = 0; i < count; ++i) {
|
|
vertices[i].x = points[i].x;
|
|
vertices[i].y = points[i].y;
|
|
vertices[i].z = 0.0f;
|
|
vertices[i].color = color;
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
result =
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
|
|
vertices, sizeof(*vertices));
|
|
SDL_stack_free(vertices);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("DrawPrimitiveUP()", result);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
|
|
int count)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
DWORD color;
|
|
Vertex *vertices;
|
|
int i;
|
|
HRESULT result;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
D3D_SetBlendMode(data, renderer->blendMode);
|
|
|
|
result =
|
|
IDirect3DDevice9_SetTexture(data->device, 0,
|
|
(IDirect3DBaseTexture9 *) 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("SetTexture()", result);
|
|
}
|
|
|
|
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
|
|
|
|
vertices = SDL_stack_alloc(Vertex, count);
|
|
for (i = 0; i < count; ++i) {
|
|
vertices[i].x = points[i].x;
|
|
vertices[i].y = points[i].y;
|
|
vertices[i].z = 0.0f;
|
|
vertices[i].color = color;
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
result =
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
|
|
vertices, sizeof(*vertices));
|
|
|
|
/* DirectX 9 has the same line rasterization semantics as GDI,
|
|
so we need to close the endpoint of the line */
|
|
if (count == 2 ||
|
|
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
|
|
vertices[0].x = points[count-1].x;
|
|
vertices[0].y = points[count-1].y;
|
|
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
|
|
}
|
|
|
|
SDL_stack_free(vertices);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("DrawPrimitiveUP()", result);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
|
|
int count)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
DWORD color;
|
|
int i;
|
|
float minx, miny, maxx, maxy;
|
|
Vertex vertices[4];
|
|
HRESULT result;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
D3D_SetBlendMode(data, renderer->blendMode);
|
|
|
|
result =
|
|
IDirect3DDevice9_SetTexture(data->device, 0,
|
|
(IDirect3DBaseTexture9 *) 0);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("SetTexture()", result);
|
|
}
|
|
|
|
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
const SDL_FRect *rect = &rects[i];
|
|
|
|
minx = rect->x;
|
|
miny = rect->y;
|
|
maxx = rect->x + rect->w;
|
|
maxy = rect->y + rect->h;
|
|
|
|
vertices[0].x = minx;
|
|
vertices[0].y = miny;
|
|
vertices[0].z = 0.0f;
|
|
vertices[0].color = color;
|
|
vertices[0].u = 0.0f;
|
|
vertices[0].v = 0.0f;
|
|
|
|
vertices[1].x = maxx;
|
|
vertices[1].y = miny;
|
|
vertices[1].z = 0.0f;
|
|
vertices[1].color = color;
|
|
vertices[1].u = 0.0f;
|
|
vertices[1].v = 0.0f;
|
|
|
|
vertices[2].x = maxx;
|
|
vertices[2].y = maxy;
|
|
vertices[2].z = 0.0f;
|
|
vertices[2].color = color;
|
|
vertices[2].u = 0.0f;
|
|
vertices[2].v = 0.0f;
|
|
|
|
vertices[3].x = minx;
|
|
vertices[3].y = maxy;
|
|
vertices[3].z = 0.0f;
|
|
vertices[3].color = color;
|
|
vertices[3].u = 0.0f;
|
|
vertices[3].v = 0.0f;
|
|
|
|
result =
|
|
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
|
|
2, vertices, sizeof(*vertices));
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("DrawPrimitiveUP()", result);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
D3D_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);
|
|
data->scaleMode[index] = texturedata->scaleMode;
|
|
}
|
|
}
|
|
|
|
static int
|
|
D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
D3D_TextureData *texturedata;
|
|
|
|
*shader = NULL;
|
|
|
|
texturedata = (D3D_TextureData *)texture->driverdata;
|
|
if (!texturedata) {
|
|
SDL_SetError("Texture is not currently available");
|
|
return -1;
|
|
}
|
|
|
|
D3D_UpdateTextureScaleMode(data, texturedata, 0);
|
|
|
|
if (D3D_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");
|
|
}
|
|
|
|
D3D_UpdateTextureScaleMode(data, texturedata, 1);
|
|
D3D_UpdateTextureScaleMode(data, texturedata, 2);
|
|
|
|
if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
|
|
return -1;
|
|
}
|
|
if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
|
|
return -1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
LPDIRECT3DPIXELSHADER9 shader;
|
|
float minx, miny, maxx, maxy;
|
|
float minu, maxu, minv, maxv;
|
|
DWORD color;
|
|
Vertex vertices[4];
|
|
HRESULT result;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -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;
|
|
|
|
color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
|
|
|
|
vertices[0].x = minx;
|
|
vertices[0].y = miny;
|
|
vertices[0].z = 0.0f;
|
|
vertices[0].color = color;
|
|
vertices[0].u = minu;
|
|
vertices[0].v = minv;
|
|
|
|
vertices[1].x = maxx;
|
|
vertices[1].y = miny;
|
|
vertices[1].z = 0.0f;
|
|
vertices[1].color = color;
|
|
vertices[1].u = maxu;
|
|
vertices[1].v = minv;
|
|
|
|
vertices[2].x = maxx;
|
|
vertices[2].y = maxy;
|
|
vertices[2].z = 0.0f;
|
|
vertices[2].color = color;
|
|
vertices[2].u = maxu;
|
|
vertices[2].v = maxv;
|
|
|
|
vertices[3].x = minx;
|
|
vertices[3].y = maxy;
|
|
vertices[3].z = 0.0f;
|
|
vertices[3].color = color;
|
|
vertices[3].u = minu;
|
|
vertices[3].v = maxv;
|
|
|
|
D3D_SetBlendMode(data, texture->blendMode);
|
|
|
|
if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (shader) {
|
|
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
|
|
if (FAILED(result)) {
|
|
return D3D_SetError("SetShader()", result);
|
|
}
|
|
}
|
|
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
|
vertices, sizeof(*vertices));
|
|
if (FAILED(result)) {
|
|
D3D_SetError("DrawPrimitiveUP()", result);
|
|
}
|
|
if (shader) {
|
|
IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
|
}
|
|
return FAILED(result) ? -1 : 0;
|
|
}
|
|
|
|
|
|
static int
|
|
D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
|
{
|
|
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
|
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
|
float minx, miny, maxx, maxy;
|
|
float minu, maxu, minv, maxv;
|
|
float centerx, centery;
|
|
DWORD color;
|
|
Vertex vertices[4];
|
|
Float4X4 modelMatrix;
|
|
HRESULT result;
|
|
|
|
if (D3D_ActivateRenderer(renderer) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
centerx = center->x;
|
|
centery = center->y;
|
|
|
|
minx = -centerx;
|
|
maxx = dstrect->w - centerx;
|
|
miny = -centery;
|
|
maxy = dstrect->h - centery;
|
|
|
|
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;
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
float tmp = maxu;
|
|
maxu = minu;
|
|
minu = tmp;
|
|
}
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
float tmp = maxv;
|
|
maxv = minv;
|
|
minv = tmp;
|
|
}
|
|
|
|
color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
|
|
|
|
vertices[0].x = minx;
|
|
vertices[0].y = miny;
|
|
vertices[0].z = 0.0f;
|
|
vertices[0].color = color;
|
|
vertices[0].u = minu;
|
|
vertices[0].v = minv;
|
|
|
|
vertices[1].x = maxx;
|
|
vertices[1].y = miny;
|
|
vertices[1].z = 0.0f;
|
|
vertices[1].color = color;
|
|
vertices[1].u = maxu;
|
|
vertices[1].v = minv;
|
|
|
|
vertices[2].x = maxx;
|
|
vertices[2].y = maxy;
|
|
vertices[2].z = 0.0f;
|
|
vertices[2].color = color;
|
|
vertices[2].u = maxu;
|
|
vertices[2].v = maxv;
|
|
|
|
vertices[3].x = minx;
|
|
vertices[3].y = maxy;
|
|
vertices[3].z = 0.0f;
|
|
vertices[3].color = color;
|
|
vertices[3].u = minu;
|
|
vertices[3].v = maxv;
|
|
|
|
D3D_SetBlendMode(data, texture->blendMode);
|
|
|
|
if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/* Rotate and translate */
|
|
modelMatrix = MatrixMultiply(
|
|
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
|
|
MatrixTranslation(dstrect->x + center->x - 0.5f, dstrect->y + center->y - 0.5f, 0));
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
|
|
|
if (shader) {
|
|
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
|
|
if (FAILED(result)) {
|
|
D3D_SetError("SetShader()", result);
|
|
goto done;
|
|
}
|
|
}
|
|
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
|
vertices, sizeof(*vertices));
|
|
if (FAILED(result)) {
|
|
D3D_SetError("DrawPrimitiveUP()", result);
|
|
}
|
|
done:
|
|
if (shader) {
|
|
IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
|
}
|
|
|
|
modelMatrix = MatrixIdentity();
|
|
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
|
|
|
return FAILED(result) ? -1 : 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);
|
|
}
|
|
#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: */
|