Implemented Windows OpenGL support

Fixed slowdown enumerating display modes, which was hosing OpenGL as well...
Removed SDL_ from the render driver prefixes

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401958
This commit is contained in:
Sam Lantinga 2006-07-17 06:47:33 +00:00
parent 2eed452d04
commit e0a8c14a39
14 changed files with 1020 additions and 244 deletions

View file

@ -27,43 +27,37 @@
/* Direct3D renderer implementation */
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_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
SDL_Color * colors, int firstcolor,
int ncolors);
static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer,
SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch);
static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer,
SDL_Texture * texture, int numrects,
const SDL_Rect * rects);
static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect, int blendMode,
int scaleMode);
static void SDL_D3D_RenderPresent(SDL_Renderer * renderer);
static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer);
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int D3D_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
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_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode);
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 SDL_D3D_RenderDriver = {
SDL_D3D_CreateRenderer,
SDL_RenderDriver D3D_RenderDriver = {
D3D_CreateRenderer,
{
"d3d",
(SDL_Renderer_SingleBuffer | SDL_Renderer_PresentCopy |
@ -93,12 +87,12 @@ typedef struct
{
IDirect3DDevice9 *device;
SDL_bool beginScene;
} SDL_D3D_RenderData;
} D3D_RenderData;
typedef struct
{
IDirect3DTexture9 *texture;
} SDL_D3D_TextureData;
} D3D_TextureData;
typedef struct
{
@ -225,18 +219,18 @@ D3D_AddRenderDriver(_THIS)
SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
if (data->d3d) {
SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver);
SDL_AddRenderDriver(0, &D3D_RenderDriver);
}
}
SDL_Renderer *
SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
SDL_Renderer *renderer;
SDL_D3D_RenderData *data;
D3D_RenderData *data;
HRESULT result;
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
@ -248,27 +242,27 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
SDL_zerop(renderer);
data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data));
data = (D3D_RenderData *) SDL_malloc(sizeof(*data));
if (!data) {
SDL_D3D_DestroyRenderer(renderer);
D3D_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = SDL_D3D_CreateTexture;
renderer->SetTexturePalette = SDL_D3D_SetTexturePalette;
renderer->GetTexturePalette = SDL_D3D_GetTexturePalette;
renderer->UpdateTexture = SDL_D3D_UpdateTexture;
renderer->LockTexture = SDL_D3D_LockTexture;
renderer->UnlockTexture = SDL_D3D_UnlockTexture;
renderer->DirtyTexture = SDL_D3D_DirtyTexture;
renderer->RenderFill = SDL_D3D_RenderFill;
renderer->RenderCopy = SDL_D3D_RenderCopy;
renderer->RenderPresent = SDL_D3D_RenderPresent;
renderer->DestroyTexture = SDL_D3D_DestroyTexture;
renderer->DestroyRenderer = SDL_D3D_DestroyRenderer;
renderer->info = SDL_D3D_RenderDriver.info;
renderer->CreateTexture = D3D_CreateTexture;
renderer->SetTexturePalette = D3D_SetTexturePalette;
renderer->GetTexturePalette = D3D_GetTexturePalette;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->DirtyTexture = D3D_DirtyTexture;
renderer->RenderFill = D3D_RenderFill;
renderer->RenderCopy = D3D_RenderCopy;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
@ -316,7 +310,7 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&pparams, &data->device);
if (FAILED(result)) {
SDL_D3D_DestroyRenderer(renderer);
D3D_DestroyRenderer(renderer);
D3D_SetError("CreateDevice()", result);
return NULL;
}
@ -325,14 +319,14 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
/* Get presentation parameters to fill info */
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
if (FAILED(result)) {
SDL_D3D_DestroyRenderer(renderer);
D3D_DestroyRenderer(renderer);
D3D_SetError("GetSwapChain()", result);
return NULL;
}
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
if (FAILED(result)) {
IDirect3DSwapChain9_Release(chain);
SDL_D3D_DestroyRenderer(renderer);
D3D_DestroyRenderer(renderer);
D3D_SetError("GetPresentParameters()", result);
return NULL;
}
@ -376,17 +370,16 @@ SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
static int
SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_D3D_TextureData *data;
D3D_TextureData *data;
D3DPOOL pool;
HRESULT result;
data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data));
data = (D3D_TextureData *) SDL_malloc(sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
@ -415,33 +408,30 @@ SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors)
D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
return 0;
}
static int
SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
return 0;
}
static int
SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
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;
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
IDirect3DTexture9 *temp;
RECT d3drect;
D3DLOCKED_RECT locked;
@ -496,11 +486,11 @@ SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
@ -528,18 +518,18 @@ SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static void
SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
RECT d3drect;
int i;
@ -556,10 +546,9 @@ SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color)
D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DRECT d3drect;
HRESULT result;
@ -584,13 +573,12 @@ SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
}
static int
SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *texturedata =
(SDL_D3D_TextureData *) texture->driverdata;
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
Vertex vertices[4];
@ -658,9 +646,9 @@ SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}
static void
SDL_D3D_RenderPresent(SDL_Renderer * renderer)
D3D_RenderPresent(SDL_Renderer * renderer)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
if (!data->beginScene) {
@ -675,9 +663,9 @@ SDL_D3D_RenderPresent(SDL_Renderer * renderer)
}
static void
SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
if (!data) {
return;
@ -690,9 +678,9 @@ SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
void
SDL_D3D_DestroyRenderer(SDL_Renderer * renderer)
D3D_DestroyRenderer(SDL_Renderer * renderer)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (data) {
if (data->device) {