SDL-mirror/src/render/direct3d/SDL_d3drender.c

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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2010 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_D3D
#include "../../core/windows/SDL_windows.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../../video/SDL_yuv_sw_c.h"
#if SDL_VIDEO_RENDER_D3D
#define D3D_DEBUG_INFO
#include <d3d9.h>
#endif
#ifdef ASSEMBLE_SHADER
///////////////////////////////////////////////////////////////////////////
// ID3DXBuffer:
// ------------
// The buffer object is used by D3DX to return arbitrary size data.
//
// GetBufferPointer -
// Returns a pointer to the beginning of the buffer.
//
// GetBufferSize -
// Returns the size of the buffer, in bytes.
///////////////////////////////////////////////////////////////////////////
typedef interface ID3DXBuffer ID3DXBuffer;
typedef interface ID3DXBuffer *LPD3DXBUFFER;
// {8BA5FB08-5195-40e2-AC58-0D989C3A0102}
DEFINE_GUID(IID_ID3DXBuffer,
0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
#undef INTERFACE
#define INTERFACE ID3DXBuffer
typedef interface ID3DXBuffer {
const struct ID3DXBufferVtbl FAR* lpVtbl;
} ID3DXBuffer;
typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
const struct ID3DXBufferVtbl
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXBuffer
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
};
HRESULT WINAPI
D3DXAssembleShader(
LPCSTR pSrcData,
UINT SrcDataLen,
CONST LPVOID* pDefines,
LPVOID pInclude,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs);
#endif /* ASSEMBLE_SHADER */
/* Direct3D renderer implementation */
#if 1 /* This takes more memory but you won't lose your texture data */
#define D3DPOOL_SDL D3DPOOL_MANAGED
#define SDL_MEMORY_POOL_MANAGED
#else
#define D3DPOOL_SDL D3DPOOL_DEFAULT
#define SDL_MEMORY_POOL_DEFAULT
#endif
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
static int D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, const void * pixels, int pitch);
static void D3D_RenderPresent(SDL_Renderer * renderer);
static void D3D_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void D3D_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver D3D_RenderDriver = {
D3D_CreateRenderer,
{
"d3d",
(SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
0,
{0},
0,
0}
};
typedef struct
{
void* d3dDLL;
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
UINT adapter;
D3DPRESENT_PARAMETERS pparams;
SDL_bool beginScene;
} D3D_RenderData;
typedef struct
{
SDL_SW_YUVTexture *yuv;
Uint32 format;
IDirect3DTexture9 *texture;
} D3D_TextureData;
typedef struct
{
float x, y, z;
float rhw;
DWORD color;
float u, v;
} Vertex;
static void
D3D_SetError(const char *prefix, HRESULT result)
{
const char *error;
switch (result) {
case D3DERR_WRONGTEXTUREFORMAT:
error = "WRONGTEXTUREFORMAT";
break;
case D3DERR_UNSUPPORTEDCOLOROPERATION:
error = "UNSUPPORTEDCOLOROPERATION";
break;
case D3DERR_UNSUPPORTEDCOLORARG:
error = "UNSUPPORTEDCOLORARG";
break;
case D3DERR_UNSUPPORTEDALPHAOPERATION:
error = "UNSUPPORTEDALPHAOPERATION";
break;
case D3DERR_UNSUPPORTEDALPHAARG:
error = "UNSUPPORTEDALPHAARG";
break;
case D3DERR_TOOMANYOPERATIONS:
error = "TOOMANYOPERATIONS";
break;
case D3DERR_CONFLICTINGTEXTUREFILTER:
error = "CONFLICTINGTEXTUREFILTER";
break;
case D3DERR_UNSUPPORTEDFACTORVALUE:
error = "UNSUPPORTEDFACTORVALUE";
break;
case D3DERR_CONFLICTINGRENDERSTATE:
error = "CONFLICTINGRENDERSTATE";
break;
case D3DERR_UNSUPPORTEDTEXTUREFILTER:
error = "UNSUPPORTEDTEXTUREFILTER";
break;
case D3DERR_CONFLICTINGTEXTUREPALETTE:
error = "CONFLICTINGTEXTUREPALETTE";
break;
case D3DERR_DRIVERINTERNALERROR:
error = "DRIVERINTERNALERROR";
break;
case D3DERR_NOTFOUND:
error = "NOTFOUND";
break;
case D3DERR_MOREDATA:
error = "MOREDATA";
break;
case D3DERR_DEVICELOST:
error = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
error = "DEVICENOTRESET";
break;
case D3DERR_NOTAVAILABLE:
error = "NOTAVAILABLE";
break;
case D3DERR_OUTOFVIDEOMEMORY:
error = "OUTOFVIDEOMEMORY";
break;
case D3DERR_INVALIDDEVICE:
error = "INVALIDDEVICE";
break;
case D3DERR_INVALIDCALL:
error = "INVALIDCALL";
break;
case D3DERR_DRIVERINVALIDCALL:
error = "DRIVERINVALIDCALL";
break;
case D3DERR_WASSTILLDRAWING:
error = "WASSTILLDRAWING";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
{
switch (format) {
case SDL_PIXELFORMAT_INDEX8:
return D3DFMT_P8;
case SDL_PIXELFORMAT_RGB332:
return D3DFMT_R3G3B2;
case SDL_PIXELFORMAT_RGB444:
return D3DFMT_X4R4G4B4;
case SDL_PIXELFORMAT_RGB555:
return D3DFMT_X1R5G5B5;
case SDL_PIXELFORMAT_ARGB4444:
return D3DFMT_A4R4G4B4;
case SDL_PIXELFORMAT_ARGB1555:
return D3DFMT_A1R5G5B5;
case SDL_PIXELFORMAT_RGB565:
return D3DFMT_R5G6B5;
case SDL_PIXELFORMAT_RGB888:
return D3DFMT_X8R8G8B8;
case SDL_PIXELFORMAT_ARGB8888:
return D3DFMT_A8R8G8B8;
case SDL_PIXELFORMAT_ARGB2101010:
return D3DFMT_A2R10G10B10;
case SDL_PIXELFORMAT_YV12:
return MAKEFOURCC('Y','V','1','2');
case SDL_PIXELFORMAT_IYUV:
return MAKEFOURCC('I','4','2','0');
case SDL_PIXELFORMAT_UYVY:
return D3DFMT_UYVY;
case SDL_PIXELFORMAT_YUY2:
return D3DFMT_YUY2;
default:
return D3DFMT_UNKNOWN;
}
}
static SDL_bool
D3D_IsTextureFormatAvailable(IDirect3D9 * d3d, UINT adapter,
D3DFORMAT display_format,
D3DFORMAT texture_format)
{
HRESULT result;
result = IDirect3D9_CheckDeviceFormat(d3d, adapter,
D3DDEVTYPE_HAL,
display_format,
0,
D3DRTYPE_TEXTURE,
texture_format);
return FAILED(result) ? SDL_FALSE : SDL_TRUE;
}
static void
UpdateYUVTextureData(SDL_Texture * texture)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
SDL_Rect rect;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
d3drect.left = 0;
d3drect.right = texture->w;
d3drect.top = 0;
d3drect.bottom = texture->h;
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
return;
}
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w,
texture->h, locked.pBits, locked.Pitch);
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
D3D_AddTextureFormats(D3D_RenderData *data, SDL_RendererInfo *info)
{
int i;
int formats[] = {
SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_ARGB4444,
SDL_PIXELFORMAT_ARGB1555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ARGB2101010,
};
info->num_texture_formats = 0;
for (i = 0; i < SDL_arraysize(formats); ++i) {
if (D3D_IsTextureFormatAvailable
(data->d3d, data->adapter, data->pparams.BackBufferFormat, PixelFormatToD3DFMT(formats[i]))) {
info->texture_formats[info->num_texture_formats++] = formats[i];
}
}
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YV12;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YUY2;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YVYU;
}
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;
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;
}
data->d3dDLL = SDL_LoadObject("D3D9.DLL");
if (data->d3dDLL) {
IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
D3DCreate =
(IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
"Direct3DCreate9");
if (D3DCreate) {
data->d3d = D3DCreate(D3D_SDK_VERSION);
}
if (!data->d3d) {
SDL_UnloadObject(data->d3dDLL);
data->d3dDLL = NULL;
}
}
if (!data->d3d) {
SDL_free(renderer);
SDL_free(data);
SDL_SetError("Unable to create Direct3D interface");
return NULL;
}
renderer->CreateTexture = D3D_CreateTexture;
renderer->QueryTexturePixels = D3D_QueryTexturePixels;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->DirtyTexture = D3D_DirtyTexture;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
renderer->RenderDrawLines = D3D_RenderDrawLines;
renderer->RenderFillRects = D3D_RenderFillRects;
renderer->RenderCopy = D3D_RenderCopy;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->RenderWritePixels = D3D_RenderWritePixels;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->window = window;
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
SDL_zero(pparams);
pparams.hDeviceWindow = windowinfo.info.win.window;
pparams.BackBufferWidth = window->w;
pparams.BackBufferHeight = window->h;
if (window->flags & SDL_WINDOW_FULLSCREEN) {
pparams.BackBufferFormat =
PixelFormatToD3DFMT(window->fullscreen_mode.format);
} else {
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (window->flags & SDL_WINDOW_FULLSCREEN) {
pparams.Windowed = FALSE;
pparams.FullScreen_RefreshRateInHz =
window->fullscreen_mode.refresh_rate;
} else {
pparams.Windowed = TRUE;
pparams.FullScreen_RefreshRateInHz = 0;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
/* FIXME: Which adapter? */
data->adapter = D3DADAPTER_DEFAULT;
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
pparams.hDeviceWindow,
(caps.
DevCaps &
D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
D3DCREATE_HARDWARE_VERTEXPROCESSING :
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&pparams, &data->device);
if (FAILED(result)) {
D3D_DestroyRenderer(renderer);
D3D_SetError("CreateDevice()", result);
return NULL;
}
data->beginScene = SDL_TRUE;
/* 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;
D3D_AddTextureFormats(data, &renderer->info);
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
renderer->info.max_texture_width = caps.MaxTextureWidth;
renderer->info.max_texture_height = caps.MaxTextureHeight;
/* Set up parameters for rendering */
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
/* Enable color modulation by diffuse color */
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
D3DTA_DIFFUSE);
/* Enable alpha modulation by diffuse alpha */
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
D3DTA_DIFFUSE);
/* Disable second texture stage, since we're done */
IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
D3DTOP_DISABLE);
return renderer;
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
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 {
D3D_SetError("Reset()", result);
return -1;
}
}
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
return 0;
}
/* FIXME: This needs to be called... when? */
#if 0
static int
D3D_DisplayModeChanged(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
data->pparams.BackBufferWidth = window->w;
data->pparams.BackBufferHeight = window->h;
if (window->flags & SDL_WINDOW_FULLSCREEN) {
data->pparams.BackBufferFormat =
PixelFormatToD3DFMT(window->fullscreen_mode.format);
} else {
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
return D3D_Reset(renderer);
}
#endif
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
D3DFORMAT display_format = renderdata->pparams.BackBufferFormat;
D3D_TextureData *data;
HRESULT result;
data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
texture->driverdata = data;
if (SDL_ISPIXELFORMAT_FOURCC(texture->format) &&
(texture->format != SDL_PIXELFORMAT_YUY2 ||
!D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
display_format, PixelFormatToD3DFMT(texture->format)))
&& (texture->format != SDL_PIXELFORMAT_YVYU
|| !D3D_IsTextureFormatAvailable(renderdata->d3d, renderdata->adapter,
display_format, PixelFormatToD3DFMT(texture->format)))) {
data->yuv =
SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
if (!data->yuv) {
return -1;
}
data->format = SDL_GetWindowPixelFormat(window);
} else {
data->format = texture->format;
}
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToD3DFMT(data->format),
D3DPOOL_SDL, &data->texture, NULL);
if (FAILED(result)) {
D3D_SetError("CreateTexture()", result);
return -1;
}
return 0;
}
static int
D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
if (data->yuv) {
return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
} else {
/* D3D textures don't have their pixels hanging out */
return -1;
}
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
if (data->yuv) {
if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
return -1;
}
UpdateYUVTextureData(texture);
return 0;
} else {
#ifdef SDL_MEMORY_POOL_DEFAULT
IDirect3DTexture9 *temp;
RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToD3DFMT(texture->
format),
D3DPOOL_SYSTEMMEM, &temp, NULL);
if (FAILED(result)) {
D3D_SetError("CreateTexture()", result);
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(temp, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
IDirect3DTexture9_Release(temp);
D3D_SetError("LockRect()", result);
return -1;
}
src = pixels;
dst = locked.pBits;
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += locked.Pitch;
}
IDirect3DTexture9_UnlockRect(temp, 0);
result =
IDirect3DDevice9_UpdateTexture(renderdata->device,
(IDirect3DBaseTexture9 *) temp,
(IDirect3DBaseTexture9 *)
data->texture);
IDirect3DTexture9_Release(temp);
if (FAILED(result)) {
D3D_SetError("UpdateTexture()", result);
return -1;
}
#else
RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
0);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
}
src = pixels;
dst = locked.pBits;
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += locked.Pitch;
}
IDirect3DTexture9_UnlockRect(data->texture, 0);
#endif // SDL_MEMORY_POOL_DEFAULT
return 0;
}
}
static int
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
if (data->yuv) {
return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
pitch);
} else {
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
markDirty ? 0 :
D3DLOCK_NO_DIRTY_UPDATE);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
}
*pixels = locked.pBits;
*pitch = locked.Pitch;
return 0;
}
}
static void
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SW_UnlockYUVTexture(data->yuv);
UpdateYUVTextureData(texture);
} else {
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
}
static void
D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
RECT d3drect;
int i;
for (i = 0; i < numrects; ++i) {
const SDL_Rect *rect = &rects[i];
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
IDirect3DTexture9_AddDirtyRect(data->texture, &d3drect);
}
}
static void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
{
switch (blendMode) {
case SDL_BLENDMODE_NONE:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
FALSE);
break;
case SDL_BLENDMODE_BLEND:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_INVSRCALPHA);
break;
case SDL_BLENDMODE_ADD:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_ONE);
break;
}
}
static int
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
Vertex *vertices;
int i;
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
D3D_SetBlendMode(data, renderer->blendMode);
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
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 = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
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)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
return 0;
}
static int
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
Vertex *vertices;
int i;
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
D3D_SetBlendMode(data, renderer->blendMode);
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
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 = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
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 (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
vertices[0].x = (float) points[count-1].x;
vertices[0].y = (float) points[count-1].y;
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
}
SDL_stack_free(vertices);
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
return 0;
}
static int
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** 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 (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
D3D_SetBlendMode(data, renderer->blendMode);
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
minx = (float) rect->x;
miny = (float) rect->y;
maxx = (float) rect->x + rect->w;
maxy = (float) rect->y + rect->h;
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
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].rhw = 1.0f;
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].rhw = 1.0f;
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].rhw = 1.0f;
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)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
}
return 0;
}
static int
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
LPDIRECT3DPIXELSHADER9 shader = NULL;
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
DWORD color;
Vertex vertices[4];
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
minx = (float) dstrect->x - 0.5f;
miny = (float) dstrect->y - 0.5f;
maxx = (float) dstrect->x + dstrect->w - 0.5f;
maxy = (float) 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].rhw = 1.0f;
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].rhw = 1.0f;
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].rhw = 1.0f;
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].rhw = 1.0f;
vertices[3].color = color;
vertices[3].u = minu;
vertices[3].v = maxv;
D3D_SetBlendMode(data, texture->blendMode);
IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
D3DTEXF_LINEAR);
result =
IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
texturedata->texture);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
if (shader) {
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
if (FAILED(result)) {
D3D_SetError("SetShader()", result);
return -1;
}
}
result =
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
vertices, sizeof(*vertices));
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
if (shader) {
result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
if (FAILED(result)) {
D3D_SetError("SetShader()", result);
return -1;
}
}
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;
SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
D3DSURFACE_DESC desc;
LPDIRECT3DSURFACE9 backBuffer;
LPDIRECT3DSURFACE9 surface;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
if (FAILED(result)) {
D3D_SetError("GetBackBuffer()", result);
return -1;
}
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
if (FAILED(result)) {
D3D_SetError("GetDesc()", result);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
if (FAILED(result)) {
D3D_SetError("CreateOffscreenPlainSurface()", result);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
if (FAILED(result)) {
D3D_SetError("GetRenderTargetData()", result);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
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)) {
D3D_SetError("LockRect()", result);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
SDL_ConvertPixels(rect->w, rect->h,
display->current_mode.format, locked.pBits, locked.Pitch,
format, pixels, pitch);
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backBuffer);
return 0;
}
static int
D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, const void * pixels, int pitch)
{
/* Work in progress */
SDL_Unsupported();
return -1;
}
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;
}
if (data->yuv) {
SDL_SW_DestroyYUVTexture(data->yuv);
}
if (data->texture) {
IDirect3DTexture9_Release(data->texture);
}
SDL_free(data);
texture->driverdata = NULL;
}
static void
D3D_DestroyRenderer(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (data) {
if (data->device) {
IDirect3DDevice9_Release(data->device);
}
if (data->d3d) {
IDirect3D9_Release(data->d3d);
SDL_UnloadObject(data->d3dDLL);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_RENDER_D3D */
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