SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401938
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686 changed files with 117556 additions and 98661 deletions
385
src/video/win32/SDL_d3drender.c
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385
src/video/win32/SDL_d3drender.c
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2006 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_D3D
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#include "SDL_win32video.h"
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#include "../SDL_yuv_sw_c.h"
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/* Direct3D renderer implementation */
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static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window,
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Uint32 flags);
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static int SDL_D3D_CreateTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer,
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SDL_Texture * texture, void **pixels,
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int *pitch);
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static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Color * colors, int firstcolor,
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int ncolors);
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static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer,
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SDL_Texture * texture,
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SDL_Color * colors, int firstcolor,
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int ncolors);
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static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer,
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SDL_Texture * texture, const SDL_Rect * rect,
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const void *pixels, int pitch);
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static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, int markDirty,
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void **pixels, int *pitch);
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static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture, int numrects,
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const SDL_Rect * rects);
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static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 color);
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static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_Rect * dstrect, int blendMode,
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int scaleMode);
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static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer,
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const SDL_Rect * rect, void *pixels,
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int pitch);
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static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer,
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const SDL_Rect * rect,
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const void *pixels, int pitch);
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static void SDL_D3D_RenderPresent(SDL_Renderer * renderer);
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static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver SDL_D3D_RenderDriver = {
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SDL_D3D_CreateRenderer,
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{
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"d3d",
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(SDL_Renderer_PresentDiscard |
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SDL_Renderer_PresentCopy | SDL_Renderer_RenderTarget),
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(SDL_TextureBlendMode_None |
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SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend),
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(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
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11,
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{
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SDL_PixelFormat_Index8,
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SDL_PixelFormat_RGB555,
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SDL_PixelFormat_RGB565,
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SDL_PixelFormat_RGB888,
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SDL_PixelFormat_BGR888,
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SDL_PixelFormat_ARGB8888,
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SDL_PixelFormat_RGBA8888,
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SDL_PixelFormat_ABGR8888,
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SDL_PixelFormat_BGRA8888,
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SDL_PixelFormat_YUY2,
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SDL_PixelFormat_UYVY},
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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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IDirect3DDevice9 *device;
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} SDL_D3D_RenderData;
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typedef struct
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{
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SDL_SW_YUVTexture *yuv;
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} SDL_D3D_TextureData;
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static void
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UpdateYUVTextureData(SDL_Texture * texture)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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SDL_Rect rect;
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rect.x = 0;
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rect.y = 0;
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rect.w = texture->w;
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rect.h = texture->h;
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//SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w,
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// texture->h, data->pixels, data->pitch);
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}
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void
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D3D_AddRenderDriver(_THIS)
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{
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SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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if (data->d3d) {
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SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver);
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}
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}
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SDL_Renderer *
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SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
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SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
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SDL_Renderer *renderer;
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SDL_D3D_RenderData *data;
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renderer = (SDL_Renderer *) SDL_malloc(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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SDL_zerop(renderer);
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data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data));
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if (!data) {
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SDL_D3D_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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SDL_zerop(data);
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//data->device = IDirect3D9_CreateDevice(videodata->d3d,
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renderer->CreateTexture = SDL_D3D_CreateTexture;
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renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels;
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renderer->SetTexturePalette = SDL_D3D_SetTexturePalette;
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renderer->GetTexturePalette = SDL_D3D_GetTexturePalette;
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renderer->UpdateTexture = SDL_D3D_UpdateTexture;
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renderer->LockTexture = SDL_D3D_LockTexture;
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renderer->UnlockTexture = SDL_D3D_UnlockTexture;
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renderer->DirtyTexture = SDL_D3D_DirtyTexture;
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renderer->SelectRenderTexture = SDL_D3D_SelectRenderTexture;
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renderer->RenderFill = SDL_D3D_RenderFill;
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renderer->RenderCopy = SDL_D3D_RenderCopy;
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renderer->RenderReadPixels = SDL_D3D_RenderReadPixels;
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renderer->RenderWritePixels = SDL_D3D_RenderWritePixels;
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renderer->RenderPresent = SDL_D3D_RenderPresent;
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renderer->DestroyTexture = SDL_D3D_DestroyTexture;
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renderer->DestroyRenderer = SDL_D3D_DestroyRenderer;
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renderer->info = SDL_D3D_RenderDriver.info;
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renderer->window = window->id;
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renderer->driverdata = data;
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renderer->info.flags = SDL_Renderer_RenderTarget;
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return renderer;
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}
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static int
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SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_D3D_RenderData *renderdata =
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(SDL_D3D_RenderData *) renderer->driverdata;
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SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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SDL_D3D_TextureData *data;
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data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data));
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if (!data) {
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SDL_OutOfMemory();
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return -1;
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}
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SDL_zerop(data);
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texture->driverdata = data;
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return 0;
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}
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static int
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SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
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void **pixels, int *pitch)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
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} else {
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return 0;
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}
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}
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static int
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SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Color * colors, int firstcolor,
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int ncolors)
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{
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SDL_D3D_RenderData *renderdata =
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(SDL_D3D_RenderData *) renderer->driverdata;
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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SDL_SetError("YUV textures don't have a palette");
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return -1;
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} else {
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return 0;
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}
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}
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static int
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SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
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SDL_Color * colors, int firstcolor, int ncolors)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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SDL_SetError("YUV textures don't have a palette");
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return -1;
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} else {
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return 0;
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}
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}
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static int
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SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels, int pitch)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
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return -1;
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}
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UpdateYUVTextureData(texture);
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return 0;
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} else {
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SDL_D3D_RenderData *renderdata =
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(SDL_D3D_RenderData *) renderer->driverdata;
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return 0;
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}
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}
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static int
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SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, int markDirty, void **pixels,
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int *pitch)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
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pitch);
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} else {
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return 0;
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}
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}
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static void
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SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (data->yuv) {
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SDL_SW_UnlockYUVTexture(data->yuv);
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UpdateYUVTextureData(texture);
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}
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}
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static void
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SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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int numrects, const SDL_Rect * rects)
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{
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}
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static void
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SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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}
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static int
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SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 color)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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Uint8 r, g, b;
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r = (Uint8) ((color >> 16) & 0xFF);
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g = (Uint8) ((color >> 8) & 0xFF);
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b = (Uint8) (color & 0xFF);
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return 0;
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}
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static int
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SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect,
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int blendMode, int scaleMode)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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SDL_D3D_TextureData *texturedata =
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(SDL_D3D_TextureData *) texture->driverdata;
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return 0;
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}
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static int
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SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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void *pixels, int pitch)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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return 0;
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}
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static int
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SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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const void *pixels, int pitch)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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return 0;
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}
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static void
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SDL_D3D_RenderPresent(SDL_Renderer * renderer)
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{
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}
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static void
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SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
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if (!data) {
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return;
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}
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SDL_free(data);
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texture->driverdata = NULL;
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}
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void
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SDL_D3D_DestroyRenderer(SDL_Renderer * renderer)
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{
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SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
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if (data) {
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SDL_free(data);
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}
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SDL_free(renderer);
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}
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#endif /* SDL_VIDEO_RENDER_D3D */
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/* vi: set ts=4 sw=4 expandtab: */
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