Reorganized the render target code, moving the viewport handling to the general code and adding software implementation.

This commit is contained in:
Sam Lantinga 2012-01-21 22:22:30 -05:00
parent fb87e98b8a
commit da686e5bd4
7 changed files with 260 additions and 342 deletions

View file

@ -99,6 +99,7 @@ static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateViewport(SDL_Renderer * renderer);
static int D3D_RenderClear(SDL_Renderer * renderer);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
@ -111,7 +112,6 @@ 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_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void D3D_RenderPresent(SDL_Renderer * renderer);
static void D3D_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
@ -141,10 +141,6 @@ typedef struct
D3DTEXTUREFILTERTYPE scaleMode;
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
SDL_bool renderTargetActive;
SDL_Rect viewport_copy;
Uint32 NumSimultaneousRTs;
} D3D_RenderData;
typedef struct
@ -392,6 +388,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetTargetTexture = D3D_SetTargetTexture;
renderer->UpdateViewport = D3D_UpdateViewport;
renderer->RenderClear = D3D_RenderClear;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
@ -399,14 +396,13 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->RenderFillRects = D3D_RenderFillRects;
renderer->RenderCopy = D3D_RenderCopy;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->SetTargetTexture = D3D_SetTargetTexture;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
@ -486,7 +482,9 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
renderer->info.max_texture_width = caps.MaxTextureWidth;
renderer->info.max_texture_height = caps.MaxTextureHeight;
data->NumSimultaneousRTs = caps.NumSimultaneousRTs;
if (caps.NumSimultaneousRTs >= 2) {
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
/* Set up parameters for rendering */
IDirect3DDevice9_SetVertexShader(data->device, NULL);
@ -519,7 +517,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
/* Store the default render target */
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
data->currentRenderTarget = NULL;
data->renderTargetActive = SDL_FALSE;
/* Set an identity world and view matrix */
matrix.m[0][0] = 1.0f;
@ -568,79 +565,6 @@ GetScaleQuality(void)
}
}
static int
D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;
D3DMATRIX matrix;
HRESULT result;
D3D_ActivateRenderer(renderer);
if (data->NumSimultaneousRTs < 2) {
SDL_Unsupported();
return -1;
}
// Release the previous render target if it wasn't the default one
if (data->currentRenderTarget != NULL) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
/* Prepare an identity world and view matrix */
matrix.m[0][0] = 1.0f;
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] = 1.0f;
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] = 0.0f;
matrix.m[3][1] = 0.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
if (texture == NULL) {
if (data->renderTargetActive) {
data->renderTargetActive = SDL_FALSE;
IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget );
renderer->viewport = data->viewport_copy;
D3D_UpdateViewport(renderer);
}
return 0;
}
if (renderer != texture->renderer) return -1;
if ( !data->renderTargetActive ) {
data->viewport_copy = renderer->viewport;
}
texturedata = (D3D_TextureData *) texture->driverdata;
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget );
if(FAILED(result)) {
return -1;
}
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget );
if(FAILED(result)) {
return -1;
}
data->renderTargetActive = SDL_TRUE;
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = texture->w;
renderer->viewport.h = texture->h;
D3D_UpdateViewport(renderer);
return 0;
}
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
@ -668,11 +592,10 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
} else
#endif
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
pool = D3DPOOL_DEFAULT; // D3DPOOL_MANAGED does not work with usage=D3DUSAGE_RENDERTARGET
/* D3DPOOL_MANAGED does not work with D3DUSAGE_RENDERTARGET */
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
}
else
{
} else {
pool = D3DPOOL_MANAGED;
usage = 0;
}
@ -810,6 +733,41 @@ D3D_UpdateViewport(SDL_Renderer * renderer)
return 0;
}
static int
D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;
HRESULT result;
D3D_ActivateRenderer(renderer);
/* 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;
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
if(FAILED(result)) {
D3D_SetError("GetSurfaceLevel()", result);
return -1;
}
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
if(FAILED(result)) {
D3D_SetError("SetRenderTarget()", result);
return -1;
}
return 0;
}
static int
D3D_RenderClear(SDL_Renderer * renderer)
{