More of the Direct3D renderer is implemented, I'm not sure why it's not showing texture copies yet...

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401948
This commit is contained in:
Sam Lantinga 2006-07-14 06:40:53 +00:00
parent 38e7a926a2
commit 5877021286
7 changed files with 242 additions and 86 deletions

View file

@ -416,7 +416,7 @@ extern DECLSPEC size_t SDLCALL SDL_strlen(const char *string);
#ifdef HAVE_WCSLEN
#define SDL_wcslen wcslen
#else
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *string);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t * string);
#endif
#ifdef HAVE_STRLCPY

View file

@ -497,7 +497,7 @@ SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained)
if (desired->channels == 0) {
env = SDL_getenv("SDL_AUDIO_CHANNELS");
if (env) {
desired->channels = (Uint8)SDL_atoi(env);
desired->channels = (Uint8) SDL_atoi(env);
}
}
if (desired->channels == 0) {
@ -517,7 +517,7 @@ SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained)
if (desired->samples == 0) {
env = SDL_getenv("SDL_AUDIO_SAMPLES");
if (env) {
desired->samples = (Uint16)SDL_atoi(env);
desired->samples = (Uint16) SDL_atoi(env);
}
}
if (desired->samples == 0) {

View file

@ -338,7 +338,7 @@ SDL_strlen(const char *string)
#ifndef HAVE_WCSLEN
size_t
SDL_wcslen(const wchar_t *string)
SDL_wcslen(const wchar_t * string)
{
size_t len = 0;
while (*string++) {

View file

@ -24,7 +24,6 @@
#if SDL_VIDEO_RENDER_D3D
#include "SDL_win32video.h"
#include "../SDL_yuv_sw_c.h"
/* Direct3D renderer implementation */
@ -32,9 +31,6 @@ static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window,
Uint32 flags);
static int SDL_D3D_CreateTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
@ -85,19 +81,20 @@ SDL_RenderDriver SDL_D3D_RenderDriver = {
(SDL_TextureBlendMode_None |
SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
11,
12,
{
SDL_PixelFormat_Index8,
SDL_PixelFormat_RGB332,
SDL_PixelFormat_RGB444,
SDL_PixelFormat_RGB555,
SDL_PixelFormat_ARGB4444,
SDL_PixelFormat_ARGB1555,
SDL_PixelFormat_RGB565,
SDL_PixelFormat_RGB888,
SDL_PixelFormat_BGR888,
SDL_PixelFormat_ARGB8888,
SDL_PixelFormat_RGBA8888,
SDL_PixelFormat_ABGR8888,
SDL_PixelFormat_BGRA8888,
SDL_PixelFormat_YUY2,
SDL_PixelFormat_UYVY},
SDL_PixelFormat_ARGB2101010,
SDL_PixelFormat_UYVY,
SDL_PixelFormat_YUY2},
0,
0}
};
@ -110,9 +107,15 @@ typedef struct
typedef struct
{
SDL_SW_YUVTexture *yuv;
IDirect3DTexture9 *texture;
} SDL_D3D_TextureData;
typedef struct
{
float x, y, z;
float tu, tv;
} Vertex;
static void
D3D_SetError(const char *prefix, HRESULT result)
{
@ -192,18 +195,37 @@ D3D_SetError(const char *prefix, HRESULT result)
SDL_SetError("%s: %s", prefix, error);
}
static void
UpdateYUVTextureData(SDL_Texture * texture)
static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
SDL_Rect rect;
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, data->pixels, data->pitch);
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_UYVY:
return D3DFMT_UYVY;
case SDL_PixelFormat_YUY2:
return D3DFMT_YUY2;
default:
return D3DFMT_UNKNOWN;
}
}
void
@ -243,7 +265,6 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_zerop(data);
renderer->CreateTexture = SDL_D3D_CreateTexture;
renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels;
renderer->SetTexturePalette = SDL_D3D_SetTexturePalette;
renderer->GetTexturePalette = SDL_D3D_GetTexturePalette;
renderer->UpdateTexture = SDL_D3D_UpdateTexture;
@ -267,7 +288,12 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_zero(pparams);
pparams.BackBufferWidth = window->w;
pparams.BackBufferHeight = window->h;
pparams.BackBufferFormat = D3DFMT_UNKNOWN; /* FIXME */
if (window->flags & SDL_WINDOW_FULLSCREEN) {
pparams.BackBufferFormat =
PixelFormatToD3DFMT(display->fullscreen_mode->format);
} else {
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
if (flags & SDL_Renderer_PresentFlip2) {
pparams.BackBufferCount = 2;
pparams.SwapEffect = D3DSWAPEFFECT_FLIP;
@ -283,10 +309,12 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
if (window->flags & SDL_WINDOW_FULLSCREEN) {
pparams.Windowed = FALSE;
pparams.FullScreen_RefreshRateInHz =
display->fullscreen_mode->refresh_rate;
} else {
pparams.Windowed = TRUE;
pparams.FullScreen_RefreshRateInHz = 0;
}
pparams.FullScreen_RefreshRateInHz = 0; /* FIXME */
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT, /* FIXME */
@ -301,6 +329,11 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
data->beginScene = SDL_TRUE;
/* Set up parameters for rendering */
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZ | D3DFVF_TEX1);
return renderer;
}
@ -312,6 +345,8 @@ SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_D3D_TextureData *data;
D3DPOOL pool;
HRESULT result;
data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data));
if (!data) {
@ -322,20 +357,23 @@ SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata = data;
return 0;
}
static int
SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
if (texture->access == SDL_TextureAccess_Local) {
pool = D3DPOOL_MANAGED;
} else {
return 0;
pool = D3DPOOL_DEFAULT;
}
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToD3DFMT(texture->format),
pool, &data->texture, NULL);
if (FAILED(result)) {
SDL_free(data);
D3D_SetError("CreateTexture()", result);
return -1;
}
return 0;
}
static int
@ -347,12 +385,7 @@ SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
(SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SetError("YUV textures don't have a palette");
return -1;
} else {
return 0;
}
}
static int
@ -361,12 +394,7 @@ SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SetError("YUV textures don't have a palette");
return -1;
} else {
return 0;
}
}
static int
@ -374,19 +402,59 @@ SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
return -1;
}
UpdateYUVTextureData(texture);
return 0;
} else {
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
IDirect3DTexture9 *temp;
RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
return 0;
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;
}
return 0;
}
static int
@ -395,13 +463,30 @@ SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int *pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
if (data->yuv) {
return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
pitch);
} else {
if (texture->access != SDL_TextureAccess_Local) {
SDL_SetError("Can't lock remote video memory");
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(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
@ -409,16 +494,27 @@ SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SW_UnlockYUVTexture(data->yuv);
UpdateYUVTextureData(texture);
}
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
{
SDL_D3D_TextureData *data = (SDL_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
@ -441,11 +537,13 @@ SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
}
d3drect.x1 = rect->x;
d3drect.x2 = rect->x+rect->w;
d3drect.x2 = rect->x + rect->w;
d3drect.y1 = rect->y;
d3drect.y2 = rect->y+rect->h;
d3drect.y2 = rect->y + rect->h;
result = IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET, (D3DCOLOR) color, 1.0f, 0);
result =
IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET,
(D3DCOLOR) color, 1.0f, 0);
if (FAILED(result)) {
D3D_SetError("Clear()", result);
return -1;
@ -461,11 +559,62 @@ SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *texturedata =
(SDL_D3D_TextureData *) texture->driverdata;
float minx, miny, maxx, maxy;
float mintu, maxtu, mintv, maxtv;
Vertex vertices[4];
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
minx = (float) dstrect->x;
miny = (float) dstrect->y;
maxx = (float) dstrect->x + dstrect->w;
maxy = (float) dstrect->y + dstrect->h;
mintu = (float) srcrect->x / texture->w;
maxtu = (float) (srcrect->x + srcrect->w) / texture->w;
mintv = (float) srcrect->y / texture->h;
maxtv = (float) (srcrect->y + srcrect->h) / texture->h;
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
vertices[0].tu = mintu;
vertices[0].tv = mintv;
vertices[1].x = maxx;
vertices[1].y = miny;
vertices[1].z = 0.0f;
vertices[1].tu = maxtu;
vertices[1].tv = mintv;
vertices[2].x = maxx;
vertices[2].y = maxy;
vertices[2].z = 0.0f;
vertices[2].tu = maxtu;
vertices[2].tv = maxtv;
vertices[3].x = minx;
vertices[3].y = maxy;
vertices[3].z = 0.0f;
vertices[3].tu = mintu;
vertices[3].tv = maxtv;
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) texturedata->
texture);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
result =
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
vertices, sizeof(*vertices));
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
return 0;
}
@ -512,6 +661,9 @@ SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
if (!data) {
return;
}
if (data->texture) {
IDirect3DTexture9_Release(data->texture);
}
SDL_free(data);
texture->driverdata = NULL;
}

View file

@ -5,7 +5,7 @@
#include "SDL.h"
#define NUM_WINDOWS 4
#define NUM_WINDOWS 1
#define WINDOW_W 640
#define WINDOW_H 480
#define NUM_SPRITES 100
@ -91,10 +91,13 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
/* Move the sprite, bounce at the wall, and draw */
n = 0;
SDL_RenderFill(NULL, BACKGROUND);
/*
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
SDL_RenderFill(position, BACKGROUND);
}
*/
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
@ -237,7 +240,8 @@ main(int argc, char *argv[])
}
break;
case SDL_KEYDOWN:
/* Any keypress quits the app... */
///* Any keypress quits the app... */
break;
case SDL_QUIT:
done = 1;
break;