| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #ifdef SDL_VIDEO_RENDER_D3D |
| |
| #include "../../core/windows/SDL_windows.h" |
| |
| #include "../SDL_sysrender.h" |
| #include "../SDL_d3dmath.h" |
| #include "../../video/windows/SDL_windowsvideo.h" |
| #include "../../video/SDL_pixels_c.h" |
| |
| #define D3D_DEBUG_INFO |
| #include <d3d9.h> |
| |
| #include "SDL_shaders_d3d.h" |
| |
| typedef struct |
| { |
| SDL_Rect viewport; |
| bool viewport_dirty; |
| SDL_Texture *texture; |
| SDL_BlendMode blend; |
| bool cliprect_enabled; |
| bool cliprect_enabled_dirty; |
| SDL_Rect cliprect; |
| bool cliprect_dirty; |
| D3D9_Shader shader; |
| const float *shader_params; |
| } D3D_DrawStateCache; |
| |
| typedef struct |
| { |
| bool dirty; |
| int w, h; |
| DWORD usage; |
| Uint32 format; |
| D3DFORMAT d3dfmt; |
| IDirect3DTexture9 *texture; |
| IDirect3DTexture9 *staging; |
| } D3D_TextureRep; |
| |
| struct D3D_PaletteData |
| { |
| D3D_TextureRep texture; |
| |
| struct D3D_PaletteData *prev; |
| struct D3D_PaletteData *next; |
| }; |
| typedef struct D3D_PaletteData D3D_PaletteData; |
| |
| // Direct3D renderer implementation |
| |
| typedef struct |
| { |
| void *d3dDLL; |
| IDirect3D9 *d3d; |
| IDirect3DDevice9 *device; |
| UINT adapter; |
| D3DPRESENT_PARAMETERS pparams; |
| bool updateSize; |
| bool beginScene; |
| bool enableSeparateAlphaBlend; |
| SDL_ScaleMode scaleMode[3]; |
| SDL_TextureAddressMode addressModeU[3]; |
| SDL_TextureAddressMode addressModeV[3]; |
| IDirect3DSurface9 *defaultRenderTarget; |
| IDirect3DSurface9 *currentRenderTarget; |
| void *d3dxDLL; |
| LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS]; |
| LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8]; |
| size_t vertexBufferSize[8]; |
| int currentVertexBuffer; |
| bool reportedVboProblem; |
| D3D_DrawStateCache drawstate; |
| D3D_PaletteData *palettes; |
| } D3D_RenderData; |
| |
| typedef struct |
| { |
| D3D_TextureRep texture; |
| UINT shader_params_length; |
| const float *shader_params; |
| float palette_shader_params[4]; |
| |
| #ifdef SDL_HAVE_YUV |
| // YV12 texture support |
| bool yuv; |
| D3D_TextureRep utexture; |
| D3D_TextureRep vtexture; |
| Uint8 *pixels; |
| int pitch; |
| SDL_Rect locked_rect; |
| #endif |
| } D3D_TextureData; |
| |
| typedef struct |
| { |
| float x, y, z; |
| DWORD color; |
| float u, v; |
| } Vertex; |
| |
| static bool 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; |
| } |
| return SDL_SetError("%s: %s", prefix, error); |
| } |
| |
| static D3DFORMAT PixelFormatToD3DFMT(Uint32 format) |
| { |
| switch (format) { |
| case SDL_PIXELFORMAT_RGB565: |
| return D3DFMT_R5G6B5; |
| case SDL_PIXELFORMAT_XRGB8888: |
| return D3DFMT_X8R8G8B8; |
| case SDL_PIXELFORMAT_ARGB8888: |
| return D3DFMT_A8R8G8B8; |
| case SDL_PIXELFORMAT_INDEX8: |
| case SDL_PIXELFORMAT_YV12: |
| case SDL_PIXELFORMAT_IYUV: |
| case SDL_PIXELFORMAT_NV12: |
| case SDL_PIXELFORMAT_NV21: |
| return D3DFMT_L8; |
| default: |
| return D3DFMT_UNKNOWN; |
| } |
| } |
| |
| static SDL_PixelFormat D3DFMTToPixelFormat(D3DFORMAT format) |
| { |
| switch (format) { |
| case D3DFMT_R5G6B5: |
| return SDL_PIXELFORMAT_RGB565; |
| case D3DFMT_X8R8G8B8: |
| return SDL_PIXELFORMAT_XRGB8888; |
| case D3DFMT_A8R8G8B8: |
| return SDL_PIXELFORMAT_ARGB8888; |
| default: |
| return SDL_PIXELFORMAT_UNKNOWN; |
| } |
| } |
| |
| static void D3D_InitRenderState(D3D_RenderData *data) |
| { |
| D3DMATRIX matrix; |
| |
| IDirect3DDevice9 *device = data->device; |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| IDirect3DDevice9_SetTexture(device, 0, NULL); |
| IDirect3DDevice9_SetTexture(device, 1, NULL); |
| IDirect3DDevice9_SetTexture(device, 2, NULL); |
| IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| |
| // Enable color modulation by diffuse color |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, |
| D3DTOP_MODULATE); |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, |
| D3DTA_TEXTURE); |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, |
| D3DTA_DIFFUSE); |
| |
| // Enable alpha modulation by diffuse alpha |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, |
| D3DTOP_MODULATE); |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, |
| D3DTA_TEXTURE); |
| IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2, |
| D3DTA_DIFFUSE); |
| |
| // Enable separate alpha blend function, if possible |
| if (data->enableSeparateAlphaBlend) { |
| IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| } |
| |
| // Disable second texture stage, since we're done |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, |
| D3DTOP_DISABLE); |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, |
| D3DTOP_DISABLE); |
| |
| // Set an identity world and view matrix |
| SDL_zero(matrix); |
| matrix.m[0][0] = 1.0f; |
| matrix.m[1][1] = 1.0f; |
| matrix.m[2][2] = 1.0f; |
| matrix.m[3][3] = 1.0f; |
| IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix); |
| IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix); |
| |
| // Reset our current scale mode |
| for (int i = 0; i < SDL_arraysize(data->scaleMode); ++i) { |
| data->scaleMode[i] = SDL_SCALEMODE_INVALID; |
| } |
| |
| // Reset our current address mode |
| for (int i = 0; i < SDL_arraysize(data->addressModeU); ++i) { |
| data->addressModeU[i] = SDL_TEXTURE_ADDRESS_INVALID; |
| } |
| for (int i = 0; i < SDL_arraysize(data->addressModeV); ++i) { |
| data->addressModeV[i] = SDL_TEXTURE_ADDRESS_INVALID; |
| } |
| |
| // Start the render with beginScene |
| data->beginScene = true; |
| } |
| |
| static bool D3D_Reset(SDL_Renderer *renderer); |
| |
| static bool D3D_ActivateRenderer(SDL_Renderer *renderer) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| HRESULT result; |
| |
| if (data->updateSize) { |
| SDL_Window *window = renderer->window; |
| int w, h; |
| const SDL_DisplayMode *fullscreen_mode = NULL; |
| |
| SDL_GetWindowSizeInPixels(window, &w, &h); |
| data->pparams.BackBufferWidth = w; |
| data->pparams.BackBufferHeight = h; |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) { |
| fullscreen_mode = SDL_GetWindowFullscreenMode(window); |
| } |
| if (fullscreen_mode) { |
| data->pparams.Windowed = FALSE; |
| data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format); |
| data->pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate); |
| } else { |
| data->pparams.Windowed = TRUE; |
| data->pparams.BackBufferFormat = D3DFMT_UNKNOWN; |
| data->pparams.FullScreen_RefreshRateInHz = 0; |
| } |
| if (!D3D_Reset(renderer)) { |
| return false; |
| } |
| |
| data->updateSize = false; |
| } |
| if (data->beginScene) { |
| result = IDirect3DDevice9_BeginScene(data->device); |
| if (result == D3DERR_DEVICELOST) { |
| if (!D3D_Reset(renderer)) { |
| return false; |
| } |
| result = IDirect3DDevice9_BeginScene(data->device); |
| } |
| if (FAILED(result)) { |
| return D3D_SetError("BeginScene()", result); |
| } |
| data->beginScene = false; |
| } |
| return true; |
| } |
| |
| static void D3D_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| |
| if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { |
| data->updateSize = true; |
| } |
| } |
| |
| static D3DBLEND GetBlendFunc(SDL_BlendFactor factor) |
| { |
| switch (factor) { |
| case SDL_BLENDFACTOR_ZERO: |
| return D3DBLEND_ZERO; |
| case SDL_BLENDFACTOR_ONE: |
| return D3DBLEND_ONE; |
| case SDL_BLENDFACTOR_SRC_COLOR: |
| return D3DBLEND_SRCCOLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: |
| return D3DBLEND_INVSRCCOLOR; |
| case SDL_BLENDFACTOR_SRC_ALPHA: |
| return D3DBLEND_SRCALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: |
| return D3DBLEND_INVSRCALPHA; |
| case SDL_BLENDFACTOR_DST_COLOR: |
| return D3DBLEND_DESTCOLOR; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: |
| return D3DBLEND_INVDESTCOLOR; |
| case SDL_BLENDFACTOR_DST_ALPHA: |
| return D3DBLEND_DESTALPHA; |
| case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: |
| return D3DBLEND_INVDESTALPHA; |
| default: |
| break; |
| } |
| return (D3DBLEND)0; |
| } |
| |
| static D3DBLENDOP GetBlendEquation(SDL_BlendOperation operation) |
| { |
| switch (operation) { |
| case SDL_BLENDOPERATION_ADD: |
| return D3DBLENDOP_ADD; |
| case SDL_BLENDOPERATION_SUBTRACT: |
| return D3DBLENDOP_SUBTRACT; |
| case SDL_BLENDOPERATION_REV_SUBTRACT: |
| return D3DBLENDOP_REVSUBTRACT; |
| case SDL_BLENDOPERATION_MINIMUM: |
| return D3DBLENDOP_MIN; |
| case SDL_BLENDOPERATION_MAXIMUM: |
| return D3DBLENDOP_MAX; |
| default: |
| break; |
| } |
| return (D3DBLENDOP)0; |
| } |
| |
| static bool D3D_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); |
| SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); |
| SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); |
| SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); |
| SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); |
| SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); |
| |
| if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || |
| !GetBlendEquation(colorOperation) || |
| !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || |
| !GetBlendEquation(alphaOperation)) { |
| return false; |
| } |
| |
| if (!data->enableSeparateAlphaBlend) { |
| if ((srcColorFactor != srcAlphaFactor) || (dstColorFactor != dstAlphaFactor) || (colorOperation != alphaOperation)) { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| static bool D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h) |
| { |
| HRESULT result; |
| |
| texture->dirty = false; |
| texture->w = w; |
| texture->h = h; |
| texture->usage = usage; |
| texture->format = format; |
| texture->d3dfmt = d3dfmt; |
| |
| result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage, |
| PixelFormatToD3DFMT(format), |
| D3DPOOL_DEFAULT, &texture->texture, NULL); |
| if (FAILED(result)) { |
| return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); |
| } |
| return true; |
| } |
| |
| static bool D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) |
| { |
| HRESULT result; |
| |
| if (!texture->staging) { |
| result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0, |
| texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL); |
| if (FAILED(result)) { |
| return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result); |
| } |
| } |
| return true; |
| } |
| |
| static bool D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture) |
| { |
| if (texture->texture) { |
| IDirect3DTexture9_Release(texture->texture); |
| texture->texture = NULL; |
| } |
| if (texture->staging) { |
| IDirect3DTexture9_AddDirtyRect(texture->staging, NULL); |
| texture->dirty = true; |
| } |
| return true; |
| } |
| |
| static bool D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch) |
| { |
| RECT d3drect; |
| D3DLOCKED_RECT locked; |
| const Uint8 *src; |
| Uint8 *dst; |
| int row, length; |
| HRESULT result; |
| |
| if (!D3D_CreateStagingTexture(device, texture)) { |
| return false; |
| } |
| |
| d3drect.left = x; |
| d3drect.right = (LONG)x + w; |
| d3drect.top = y; |
| d3drect.bottom = (LONG)y + h; |
| |
| result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0); |
| if (FAILED(result)) { |
| return D3D_SetError("LockRect()", result); |
| } |
| |
| src = (const Uint8 *)pixels; |
| dst = (Uint8 *)locked.pBits; |
| length = w * SDL_BYTESPERPIXEL(texture->format); |
| if (length == pitch && length == locked.Pitch) { |
| SDL_memcpy(dst, src, (size_t)length * h); |
| } else { |
| if (length > pitch) { |
| length = pitch; |
| } |
| if (length > locked.Pitch) { |
| length = locked.Pitch; |
| } |
| for (row = 0; row < h; ++row) { |
| SDL_memcpy(dst, src, length); |
| src += pitch; |
| dst += locked.Pitch; |
| } |
| } |
| result = IDirect3DTexture9_UnlockRect(texture->staging, 0); |
| if (FAILED(result)) { |
| return D3D_SetError("UnlockRect()", result); |
| } |
| texture->dirty = true; |
| |
| return true; |
| } |
| |
| static void D3D_DestroyTextureRep(D3D_TextureRep *texture) |
| { |
| if (texture->texture) { |
| IDirect3DTexture9_Release(texture->texture); |
| texture->texture = NULL; |
| } |
| if (texture->staging) { |
| IDirect3DTexture9_Release(texture->staging); |
| texture->staging = NULL; |
| } |
| } |
| |
| static bool D3D_CreatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_PaletteData *palettedata = (D3D_PaletteData *)SDL_calloc(1, sizeof(*palettedata)); |
| if (!palettedata) { |
| return false; |
| } |
| palette->internal = palettedata; |
| |
| if (!D3D_CreateTextureRep(data->device, &palettedata->texture, 0, SDL_PIXELFORMAT_ARGB8888, D3DFMT_A8R8G8B8, 256, 1)) { |
| SDL_free(palettedata); |
| return false; |
| } |
| |
| // Keep a reference to the palette so we can restore the texture if we lose the D3D device |
| if (data->palettes) { |
| palettedata->next = data->palettes; |
| data->palettes->prev = palettedata; |
| } |
| data->palettes = palettedata; |
| return true; |
| } |
| |
| static bool D3D_UpdatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette, int ncolors, SDL_Color *colors) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_PaletteData *palettedata = (D3D_PaletteData *)palette->internal; |
| bool retval; |
| |
| Uint32 *entries = SDL_stack_alloc(Uint32, ncolors); |
| if (!entries) { |
| return false; |
| } |
| for (int i = 0; i < ncolors; ++i) { |
| entries[i] = (colors[i].a << 24) | (colors[i].r << 16) | (colors[i].g << 8) | colors[i].b; |
| } |
| retval = D3D_UpdateTextureRep(data->device, &palettedata->texture, 0, 0, ncolors, 1, entries, ncolors * sizeof(*entries)); |
| SDL_stack_free(entries); |
| return retval; |
| } |
| |
| static void D3D_DestroyPalette(SDL_Renderer *renderer, SDL_TexturePalette *palette) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_PaletteData *palettedata = (D3D_PaletteData *)palette->internal; |
| |
| if (palettedata) { |
| D3D_DestroyTextureRep(&palettedata->texture); |
| |
| if (data->palettes == palettedata) { |
| data->palettes = palettedata->next; |
| } else if (palettedata->prev) { |
| palettedata->prev->next = palettedata->next; |
| } |
| if (palettedata->next) { |
| palettedata->next->prev = palettedata->prev; |
| } |
| SDL_free(palettedata); |
| } |
| } |
| |
| static bool D3D_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, const void *pixels, int pitch) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| |
| if (!texturedata) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch)) { |
| return false; |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| // Skip to the correct offset into the next texture |
| pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); |
| |
| if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { |
| return false; |
| } |
| |
| // Skip to the correct offset into the next texture |
| pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); |
| if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { |
| return false; |
| } |
| } |
| #endif |
| return true; |
| } |
| |
| static bool D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata; |
| DWORD usage; |
| |
| texturedata = (D3D_TextureData *)SDL_calloc(1, sizeof(*texturedata)); |
| if (!texturedata) { |
| return false; |
| } |
| |
| texture->internal = texturedata; |
| |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| usage = D3DUSAGE_RENDERTARGET; |
| } else { |
| usage = 0; |
| } |
| |
| if (!D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h)) { |
| return false; |
| } |
| if (texture->format == SDL_PIXELFORMAT_INDEX8) { |
| texturedata->shader_params_length = 1; // The palette shader takes 1 float4 parameters |
| texturedata->shader_params = texturedata->palette_shader_params; |
| texturedata->palette_shader_params[0] = 1.0f / texture->w; |
| texturedata->palette_shader_params[1] = 1.0f / texture->h; |
| texturedata->palette_shader_params[2] = texture->w; |
| texturedata->palette_shader_params[3] = texture->h; |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texture->format == SDL_PIXELFORMAT_YV12 || |
| texture->format == SDL_PIXELFORMAT_IYUV) { |
| texturedata->yuv = true; |
| |
| if (!D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) { |
| return false; |
| } |
| |
| if (!D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) { |
| return false; |
| } |
| |
| texturedata->shader_params_length = 4; // The YUV shader takes 4 float4 parameters |
| texturedata->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); |
| if (texturedata->shader_params == NULL) { |
| return SDL_SetError("Unsupported YUV colorspace"); |
| } |
| } |
| #endif |
| return true; |
| } |
| |
| static bool D3D_RecreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| |
| if (!texturedata) { |
| return true; |
| } |
| |
| if (!D3D_RecreateTextureRep(data->device, &texturedata->texture)) { |
| return false; |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| if (!D3D_RecreateTextureRep(data->device, &texturedata->utexture)) { |
| return false; |
| } |
| |
| if (!D3D_RecreateTextureRep(data->device, &texturedata->vtexture)) { |
| return false; |
| } |
| } |
| #endif |
| return true; |
| } |
| |
| #ifdef SDL_HAVE_YUV |
| static bool D3D_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *Uplane, int Upitch, |
| const Uint8 *Vplane, int Vpitch) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| |
| if (!texturedata) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { |
| return false; |
| } |
| if (!D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { |
| return false; |
| } |
| if (!D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { |
| return false; |
| } |
| return true; |
| } |
| #endif |
| |
| static bool D3D_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *rect, void **pixels, int *pitch) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| IDirect3DDevice9 *device = data->device; |
| |
| if (!texturedata) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| #ifdef SDL_HAVE_YUV |
| texturedata->locked_rect = *rect; |
| |
| if (texturedata->yuv) { |
| // It's more efficient to upload directly... |
| if (!texturedata->pixels) { |
| texturedata->pitch = texture->w; |
| texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2); |
| if (!texturedata->pixels) { |
| return false; |
| } |
| } |
| *pixels = |
| (void *)(texturedata->pixels + rect->y * texturedata->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| *pitch = texturedata->pitch; |
| } else |
| #endif |
| { |
| RECT d3drect; |
| D3DLOCKED_RECT locked; |
| HRESULT result; |
| |
| if (!D3D_CreateStagingTexture(device, &texturedata->texture)) { |
| return false; |
| } |
| |
| d3drect.left = rect->x; |
| d3drect.right = (LONG)rect->x + rect->w; |
| d3drect.top = rect->y; |
| d3drect.bottom = (LONG)rect->y + rect->h; |
| |
| result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0); |
| if (FAILED(result)) { |
| return D3D_SetError("LockRect()", result); |
| } |
| *pixels = locked.pBits; |
| *pitch = locked.Pitch; |
| } |
| return true; |
| } |
| |
| static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| |
| if (!texturedata) { |
| return; |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| const SDL_Rect *rect = &texturedata->locked_rect; |
| void *pixels = |
| (void *)(texturedata->pixels + rect->y * texturedata->pitch + |
| rect->x * SDL_BYTESPERPIXEL(texture->format)); |
| D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch); |
| } else |
| #endif |
| { |
| IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0); |
| texturedata->texture.dirty = true; |
| if (data->drawstate.texture == texture) { |
| data->drawstate.texture = NULL; |
| data->drawstate.shader = SHADER_NONE; |
| data->drawstate.shader_params = NULL; |
| IDirect3DDevice9_SetPixelShader(data->device, NULL); |
| IDirect3DDevice9_SetTexture(data->device, 0, NULL); |
| } |
| } |
| } |
| |
| static bool D3D_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *texturedata; |
| D3D_TextureRep *texturerep; |
| HRESULT result; |
| IDirect3DDevice9 *device = data->device; |
| |
| // Release the previous render target if it wasn't the default one |
| if (data->currentRenderTarget) { |
| IDirect3DSurface9_Release(data->currentRenderTarget); |
| data->currentRenderTarget = NULL; |
| } |
| |
| if (!texture) { |
| IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget); |
| return true; |
| } |
| |
| texturedata = (D3D_TextureData *)texture->internal; |
| if (!texturedata) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| // Make sure the render target is updated if it was locked and written to |
| texturerep = &texturedata->texture; |
| if (texturerep->dirty && texturerep->staging) { |
| if (!texturerep->texture) { |
| result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage, |
| PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL); |
| if (FAILED(result)) { |
| return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); |
| } |
| } |
| |
| result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture); |
| if (FAILED(result)) { |
| return D3D_SetError("UpdateTexture()", result); |
| } |
| texturerep->dirty = false; |
| } |
| |
| result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget); |
| if (FAILED(result)) { |
| return D3D_SetError("GetSurfaceLevel()", result); |
| } |
| result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget); |
| if (FAILED(result)) { |
| return D3D_SetError("SetRenderTarget()", result); |
| } |
| |
| return true; |
| } |
| |
| static bool D3D_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| if (!D3D_ActivateRenderer(renderer)) { |
| return false; |
| } |
| |
| return D3D_SetRenderTargetInternal(renderer, texture); |
| } |
| |
| static bool D3D_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) |
| { |
| return true; // nothing to do in this backend. |
| } |
| |
| static bool D3D_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) |
| { |
| const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.draw.color.r * cmd->data.draw.color_scale, |
| cmd->data.draw.color.g * cmd->data.draw.color_scale, |
| cmd->data.draw.color.b * cmd->data.draw.color_scale, |
| cmd->data.draw.color.a); |
| const size_t vertslen = count * sizeof(Vertex); |
| Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); |
| int i; |
| |
| if (!verts) { |
| return false; |
| } |
| |
| SDL_memset(verts, '\0', vertslen); |
| cmd->data.draw.count = count; |
| |
| for (i = 0; i < count; i++, verts++, points++) { |
| verts->x = points->x; |
| verts->y = points->y; |
| verts->color = color; |
| } |
| |
| return true; |
| } |
| |
| static bool D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, |
| const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, |
| int num_vertices, const void *indices, int num_indices, int size_indices, |
| float scale_x, float scale_y) |
| { |
| int i; |
| int count = indices ? num_indices : num_vertices; |
| Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(Vertex), 0, &cmd->data.draw.first); |
| const float color_scale = cmd->data.draw.color_scale; |
| |
| if (!verts) { |
| return false; |
| } |
| |
| cmd->data.draw.count = count; |
| size_indices = indices ? size_indices : 0; |
| |
| for (i = 0; i < count; i++) { |
| int j; |
| float *xy_; |
| SDL_FColor *col_; |
| if (size_indices == 4) { |
| j = ((const Uint32 *)indices)[i]; |
| } else if (size_indices == 2) { |
| j = ((const Uint16 *)indices)[i]; |
| } else if (size_indices == 1) { |
| j = ((const Uint8 *)indices)[i]; |
| } else { |
| j = i; |
| } |
| |
| xy_ = (float *)((char *)xy + j * xy_stride); |
| col_ = (SDL_FColor *)((char *)color + j * color_stride); |
| |
| verts->x = xy_[0] * scale_x - 0.5f; |
| verts->y = xy_[1] * scale_y - 0.5f; |
| verts->z = 0.0f; |
| verts->color = D3DCOLOR_COLORVALUE(col_->r * color_scale, col_->g * color_scale, col_->b * color_scale, col_->a); |
| |
| if (texture) { |
| float *uv_ = (float *)((char *)uv + j * uv_stride); |
| verts->u = uv_[0]; |
| verts->v = uv_[1]; |
| } else { |
| verts->u = 0.0f; |
| verts->v = 0.0f; |
| } |
| |
| verts += 1; |
| } |
| return true; |
| } |
| |
| static bool UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) |
| { |
| if (texture->dirty && texture->staging) { |
| HRESULT result; |
| if (!texture->texture) { |
| result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage, |
| PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL); |
| if (FAILED(result)) { |
| return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); |
| } |
| } |
| |
| result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture); |
| if (FAILED(result)) { |
| return D3D_SetError("UpdateTexture()", result); |
| } |
| texture->dirty = false; |
| } |
| return true; |
| } |
| |
| static bool BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler) |
| { |
| HRESULT result; |
| UpdateDirtyTexture(device, texture); |
| result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture); |
| if (FAILED(result)) { |
| return D3D_SetError("SetTexture()", result); |
| } |
| return true; |
| } |
| |
| static void UpdateTextureScaleMode(D3D_RenderData *data, SDL_ScaleMode scaleMode, unsigned index) |
| { |
| if (scaleMode != data->scaleMode[index]) { |
| switch (scaleMode) { |
| case SDL_SCALEMODE_PIXELART: |
| case SDL_SCALEMODE_NEAREST: |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| break; |
| case SDL_SCALEMODE_LINEAR: |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
| break; |
| default: |
| break; |
| } |
| data->scaleMode[index] = scaleMode; |
| } |
| } |
| |
| static DWORD TranslateAddressMode(SDL_TextureAddressMode addressMode) |
| { |
| switch (addressMode) { |
| case SDL_TEXTURE_ADDRESS_CLAMP: |
| return D3DTADDRESS_CLAMP; |
| case SDL_TEXTURE_ADDRESS_WRAP: |
| return D3DTADDRESS_WRAP; |
| default: |
| SDL_assert(!"Unknown texture address mode"); |
| return D3DTADDRESS_CLAMP; |
| } |
| } |
| |
| static void UpdateTextureAddressMode(D3D_RenderData *data, SDL_TextureAddressMode addressModeU, SDL_TextureAddressMode addressModeV, unsigned index) |
| { |
| if (addressModeU != data->addressModeU[index]) { |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, TranslateAddressMode(addressModeU)); |
| data->addressModeU[index] = addressModeU; |
| } |
| if (addressModeV != data->addressModeV[index]) { |
| IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, TranslateAddressMode(addressModeV)); |
| data->addressModeV[index] = addressModeV; |
| } |
| } |
| |
| static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_ScaleMode scale_mode, D3D9_Shader *shader, const float **shader_params) |
| { |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| |
| if (!texturedata) { |
| return SDL_SetError("Texture is not currently available"); |
| } |
| |
| if (texture->format == SDL_PIXELFORMAT_INDEX8) { |
| if (scale_mode == SDL_SCALEMODE_LINEAR) { |
| *shader = SHADER_PALETTE_LINEAR; |
| } else { |
| *shader = SHADER_PALETTE_NEAREST; |
| } |
| #ifdef SDL_HAVE_YUV |
| } else if (texturedata->yuv) { |
| *shader = SHADER_YUV; |
| #endif // SDL_HAVE_YUV |
| } |
| *shader_params = texturedata->shader_params; |
| |
| if (!BindTextureRep(data->device, &texturedata->texture, 0)) { |
| return false; |
| } |
| if (texture->palette) { |
| D3D_PaletteData *palette = (D3D_PaletteData *)texture->palette->internal; |
| if (!BindTextureRep(data->device, &palette->texture, 1)) { |
| return false; |
| } |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| if (!BindTextureRep(data->device, &texturedata->utexture, 1)) { |
| return false; |
| } |
| if (!BindTextureRep(data->device, &texturedata->vtexture, 2)) { |
| return false; |
| } |
| } |
| #endif |
| return true; |
| } |
| |
| static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd) |
| { |
| SDL_Texture *texture = cmd->data.draw.texture; |
| const SDL_BlendMode blend = cmd->data.draw.blend; |
| |
| if (texture != data->drawstate.texture) { |
| D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL; |
| D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL; |
| D3D9_Shader shader = SHADER_NONE; |
| const float *shader_params = NULL; |
| |
| // disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. |
| if (!texture) { |
| IDirect3DDevice9_SetTexture(data->device, 0, NULL); |
| } |
| if ((!newtexturedata || !texture->palette) && |
| (oldtexturedata && (data->drawstate.texture->palette))) { |
| IDirect3DDevice9_SetTexture(data->device, 1, NULL); |
| } |
| #ifdef SDL_HAVE_YUV |
| if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) { |
| IDirect3DDevice9_SetTexture(data->device, 1, NULL); |
| IDirect3DDevice9_SetTexture(data->device, 2, NULL); |
| } |
| #endif |
| if (texture && !SetupTextureState(data, texture, cmd->data.draw.texture_scale_mode, &shader, &shader_params)) { |
| return false; |
| } |
| |
| if (shader != data->drawstate.shader) { |
| const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, data->shaders[shader]); |
| if (FAILED(result)) { |
| return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result); |
| } |
| data->drawstate.shader = shader; |
| } |
| |
| if (shader_params != data->drawstate.shader_params) { |
| if (shader_params) { |
| const UINT shader_params_length = 4; // The YUV shader takes 4 float4 parameters |
| const HRESULT result = IDirect3DDevice9_SetPixelShaderConstantF(data->device, 0, shader_params, shader_params_length); |
| if (FAILED(result)) { |
| return D3D_SetError("IDirect3DDevice9_SetPixelShaderConstantF()", result); |
| } |
| } |
| data->drawstate.shader_params = shader_params; |
| } |
| |
| data->drawstate.texture = texture; |
| } else if (texture) { |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| if (texturedata) { |
| UpdateDirtyTexture(data->device, &texturedata->texture); |
| if (texture->palette) { |
| D3D_PaletteData *palettedata = (D3D_PaletteData *)texture->palette->internal; |
| UpdateDirtyTexture(data->device, &palettedata->texture); |
| } |
| #ifdef SDL_HAVE_YUV |
| if (texturedata->yuv) { |
| UpdateDirtyTexture(data->device, &texturedata->utexture); |
| UpdateDirtyTexture(data->device, &texturedata->vtexture); |
| } |
| #endif // SDL_HAVE_YUV |
| } |
| } |
| |
| if (texture) { |
| UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 0); |
| UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 0); |
| |
| #ifdef SDL_HAVE_YUV |
| D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; |
| if (texturedata && texturedata->yuv) { |
| UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 1); |
| UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 2); |
| UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 1); |
| UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 2); |
| } |
| #endif // SDL_HAVE_YUV |
| } |
| |
| if (blend != data->drawstate.blend) { |
| if (blend == SDL_BLENDMODE_NONE) { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE); |
| } else { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE); |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, |
| GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend))); |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, |
| GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend))); |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOP, |
| GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); |
| if (data->enableSeparateAlphaBlend) { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA, |
| GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend))); |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA, |
| GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOPALPHA, |
| GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); |
| } |
| } |
| |
| data->drawstate.blend = blend; |
| } |
| |
| if (data->drawstate.viewport_dirty) { |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| D3DVIEWPORT9 d3dviewport; |
| d3dviewport.X = viewport->x; |
| d3dviewport.Y = viewport->y; |
| d3dviewport.Width = viewport->w; |
| d3dviewport.Height = viewport->h; |
| d3dviewport.MinZ = 0.0f; |
| d3dviewport.MaxZ = 1.0f; |
| IDirect3DDevice9_SetViewport(data->device, &d3dviewport); |
| |
| // Set an orthographic projection matrix |
| if (viewport->w && viewport->h) { |
| D3DMATRIX d3dmatrix; |
| SDL_zero(d3dmatrix); |
| d3dmatrix.m[0][0] = 2.0f / viewport->w; |
| d3dmatrix.m[1][1] = -2.0f / viewport->h; |
| d3dmatrix.m[2][2] = 1.0f; |
| d3dmatrix.m[3][0] = -1.0f; |
| d3dmatrix.m[3][1] = 1.0f; |
| d3dmatrix.m[3][3] = 1.0f; |
| IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &d3dmatrix); |
| } |
| |
| data->drawstate.viewport_dirty = false; |
| } |
| |
| if (data->drawstate.cliprect_enabled_dirty) { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE); |
| data->drawstate.cliprect_enabled_dirty = false; |
| } |
| |
| if (data->drawstate.cliprect_dirty) { |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| const SDL_Rect *rect = &data->drawstate.cliprect; |
| RECT d3drect; |
| d3drect.left = (LONG)viewport->x + rect->x; |
| d3drect.top = (LONG)viewport->y + rect->y; |
| d3drect.right = (LONG)viewport->x + rect->x + rect->w; |
| d3drect.bottom = (LONG)viewport->y + rect->y + rect->h; |
| IDirect3DDevice9_SetScissorRect(data->device, &d3drect); |
| data->drawstate.cliprect_dirty = false; |
| } |
| |
| return true; |
| } |
| |
| static void D3D_InvalidateCachedState(SDL_Renderer *renderer) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| data->drawstate.viewport_dirty = true; |
| data->drawstate.cliprect_enabled_dirty = true; |
| data->drawstate.cliprect_dirty = true; |
| data->drawstate.blend = SDL_BLENDMODE_INVALID; |
| data->drawstate.texture = NULL; |
| data->drawstate.shader = SHADER_NONE; |
| data->drawstate.shader_params = NULL; |
| } |
| |
| static bool D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| const int vboidx = data->currentVertexBuffer; |
| IDirect3DVertexBuffer9 *vbo = NULL; |
| const bool istarget = renderer->target != NULL; |
| |
| if (!D3D_ActivateRenderer(renderer)) { |
| return false; |
| } |
| |
| if (vertsize > 0) { |
| // upload the new VBO data for this set of commands. |
| vbo = data->vertexBuffers[vboidx]; |
| if (data->vertexBufferSize[vboidx] < vertsize) { |
| const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; |
| const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; |
| if (vbo) { |
| IDirect3DVertexBuffer9_Release(vbo); |
| } |
| |
| if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT)vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) { |
| vbo = NULL; |
| } |
| data->vertexBuffers[vboidx] = vbo; |
| data->vertexBufferSize[vboidx] = vbo ? vertsize : 0; |
| } |
| |
| if (vbo) { |
| void *ptr; |
| if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT)vertsize, &ptr, D3DLOCK_DISCARD))) { |
| vbo = NULL; // oh well, we'll do immediate mode drawing. :( |
| } else { |
| SDL_memcpy(ptr, vertices, vertsize); |
| if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) { |
| vbo = NULL; // oh well, we'll do immediate mode drawing. :( |
| } |
| } |
| } |
| |
| // cycle through a few VBOs so D3D has some time with the data before we replace it. |
| if (vbo) { |
| data->currentVertexBuffer++; |
| if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) { |
| data->currentVertexBuffer = 0; |
| } |
| } else if (!data->reportedVboProblem) { |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!"); |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method."); |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why."); |
| SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer."); |
| data->reportedVboProblem = true; |
| } |
| } |
| |
| IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof(Vertex)); |
| |
| while (cmd) { |
| switch (cmd->command) { |
| case SDL_RENDERCMD_SETDRAWCOLOR: |
| { |
| break; // this isn't currently used in this render backend. |
| } |
| |
| case SDL_RENDERCMD_SETVIEWPORT: |
| { |
| SDL_Rect *viewport = &data->drawstate.viewport; |
| if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { |
| SDL_copyp(viewport, &cmd->data.viewport.rect); |
| data->drawstate.viewport_dirty = true; |
| data->drawstate.cliprect_dirty = true; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_SETCLIPRECT: |
| { |
| const SDL_Rect *rect = &cmd->data.cliprect.rect; |
| if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { |
| data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; |
| data->drawstate.cliprect_enabled_dirty = true; |
| } |
| |
| if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { |
| SDL_copyp(&data->drawstate.cliprect, rect); |
| data->drawstate.cliprect_dirty = true; |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_CLEAR: |
| { |
| const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.color.color.r * cmd->data.color.color_scale, |
| cmd->data.color.color.g * cmd->data.color.color_scale, |
| cmd->data.color.color.b * cmd->data.color.color_scale, |
| cmd->data.color.color.a); |
| const SDL_Rect *viewport = &data->drawstate.viewport; |
| const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth; |
| const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight; |
| const bool viewport_equal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh)); |
| |
| if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); |
| data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; |
| } |
| |
| // Don't reset the viewport if we don't have to! |
| if (!data->drawstate.viewport_dirty && viewport_equal) { |
| IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); |
| } else { |
| // Clear is defined to clear the entire render target |
| D3DVIEWPORT9 wholeviewport = { 0, 0, 0, 0, 0.0f, 1.0f }; |
| wholeviewport.Width = backw; |
| wholeviewport.Height = backh; |
| IDirect3DDevice9_SetViewport(data->device, &wholeviewport); |
| data->drawstate.viewport_dirty = true; // we still need to (re)set orthographic projection, so always mark it dirty. |
| IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); |
| } |
| |
| break; |
| } |
| |
| case SDL_RENDERCMD_DRAW_LINES: |
| { |
| size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(Vertex); |
| const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); |
| |
| SetDrawState(data, cmd); |
| |
| // Add the final point in the line |
| size_t line_start = 0; |
| size_t line_end = line_start + count - 1; |
| if (count == 2 || verts[line_start].x != verts[line_end].x || verts[line_start].y != verts[line_end].y) { |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(start + line_end), 1); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[line_end], sizeof(Vertex)); |
| } |
| } |
| |
| if (count > 2) { |
| // joined lines cannot be grouped |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT)start, (UINT)(count - 1)); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT)(count - 1), verts, sizeof(Vertex)); |
| } |
| } else { |
| // let's group non joined lines |
| SDL_RenderCommand *finalcmd = cmd; |
| SDL_RenderCommand *nextcmd; |
| SDL_BlendMode thisblend = cmd->data.draw.blend; |
| |
| for (nextcmd = cmd->next; nextcmd; nextcmd = nextcmd->next) { |
| const SDL_RenderCommandType nextcmdtype = nextcmd->command; |
| if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { |
| if (nextcmdtype == SDL_RENDERCMD_SETDRAWCOLOR) { |
| // The vertex data has the draw color built in, ignore this |
| continue; |
| } |
| break; // can't go any further on this draw call, different render command up next. |
| } else if (nextcmd->data.draw.count != 2) { |
| break; // can't go any further on this draw call, those are joined lines |
| } else if (nextcmd->data.draw.blend != thisblend) { |
| break; // can't go any further on this draw call, different blendmode copy up next. |
| } else { |
| finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. |
| |
| // Add the final point in the line |
| line_start = count; |
| line_end = line_start + nextcmd->data.draw.count - 1; |
| if (verts[line_start].x != verts[line_end].x || verts[line_start].y != verts[line_end].y) { |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(start + line_end), 1); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[line_end], sizeof(Vertex)); |
| } |
| } |
| count += nextcmd->data.draw.count; |
| } |
| } |
| |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINELIST, (UINT)start, (UINT)(count - 1)); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINELIST, (UINT)(count - 1), verts, sizeof(Vertex)); |
| } |
| cmd = finalcmd; // skip any copy commands we just combined in here. |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_FILL_RECTS: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY: // unused |
| break; |
| |
| case SDL_RENDERCMD_COPY_EX: // unused |
| break; |
| |
| case SDL_RENDERCMD_DRAW_POINTS: |
| case SDL_RENDERCMD_GEOMETRY: |
| { |
| /* as long as we have the same copy command in a row, with the |
| same texture, we can combine them all into a single draw call. */ |
| SDL_Texture *thistexture = cmd->data.draw.texture; |
| SDL_BlendMode thisblend = cmd->data.draw.blend; |
| SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode; |
| SDL_TextureAddressMode thisaddressmode_u = cmd->data.draw.texture_address_mode_u; |
| SDL_TextureAddressMode thisaddressmode_v = cmd->data.draw.texture_address_mode_v; |
| const SDL_RenderCommandType thiscmdtype = cmd->command; |
| SDL_RenderCommand *finalcmd = cmd; |
| SDL_RenderCommand *nextcmd; |
| size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| const size_t start = first / sizeof(Vertex); |
| const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); |
| for (nextcmd = cmd->next; nextcmd; nextcmd = nextcmd->next) { |
| const SDL_RenderCommandType nextcmdtype = nextcmd->command; |
| if (nextcmdtype != thiscmdtype) { |
| if (nextcmdtype == SDL_RENDERCMD_SETDRAWCOLOR) { |
| // The vertex data has the draw color built in, ignore this |
| continue; |
| } |
| break; // can't go any further on this draw call, different render command up next. |
| } else if (nextcmd->data.draw.texture != thistexture || |
| nextcmd->data.draw.texture_scale_mode != thisscalemode || |
| nextcmd->data.draw.texture_address_mode_u != thisaddressmode_u || |
| nextcmd->data.draw.texture_address_mode_v != thisaddressmode_v || |
| nextcmd->data.draw.blend != thisblend) { |
| break; // can't go any further on this draw call, different texture/blendmode copy up next. |
| } else { |
| finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. |
| count += nextcmd->data.draw.count; |
| } |
| } |
| |
| SetDrawState(data, cmd); |
| |
| if (thiscmdtype == SDL_RENDERCMD_GEOMETRY) { |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT)start, (UINT)count / 3); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT)count / 3, verts, sizeof(Vertex)); |
| } |
| } else { |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)start, (UINT)count); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT)count, verts, sizeof(Vertex)); |
| } |
| } |
| cmd = finalcmd; // skip any copy commands we just combined in here. |
| break; |
| } |
| |
| case SDL_RENDERCMD_NO_OP: |
| break; |
| } |
| |
| cmd = cmd->next; |
| } |
| |
| return true; |
| } |
| |
| static SDL_Surface *D3D_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| D3DSURFACE_DESC desc; |
| LPDIRECT3DSURFACE9 backBuffer; |
| LPDIRECT3DSURFACE9 surface; |
| RECT d3drect; |
| D3DLOCKED_RECT locked; |
| HRESULT result; |
| SDL_Surface *output; |
| |
| if (data->currentRenderTarget) { |
| backBuffer = data->currentRenderTarget; |
| } else { |
| backBuffer = data->defaultRenderTarget; |
| } |
| |
| result = IDirect3DSurface9_GetDesc(backBuffer, &desc); |
| if (FAILED(result)) { |
| D3D_SetError("GetDesc()", result); |
| return NULL; |
| } |
| |
| result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL); |
| if (FAILED(result)) { |
| D3D_SetError("CreateOffscreenPlainSurface()", result); |
| return NULL; |
| } |
| |
| result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface); |
| if (FAILED(result)) { |
| IDirect3DSurface9_Release(surface); |
| D3D_SetError("GetRenderTargetData()", result); |
| return NULL; |
| } |
| |
| d3drect.left = rect->x; |
| d3drect.right = (LONG)rect->x + rect->w; |
| d3drect.top = rect->y; |
| d3drect.bottom = (LONG)rect->y + rect->h; |
| |
| result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY); |
| if (FAILED(result)) { |
| IDirect3DSurface9_Release(surface); |
| D3D_SetError("LockRect()", result); |
| return NULL; |
| } |
| |
| output = SDL_DuplicatePixels(rect->w, rect->h, D3DFMTToPixelFormat(desc.Format), SDL_COLORSPACE_SRGB, locked.pBits, locked.Pitch); |
| |
| IDirect3DSurface9_UnlockRect(surface); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| return output; |
| } |
| |
| static bool D3D_RenderPresent(SDL_Renderer *renderer) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| HRESULT result; |
| |
| if (!data->beginScene) { |
| IDirect3DDevice9_EndScene(data->device); |
| data->beginScene = true; |
| } |
| |
| result = IDirect3DDevice9_TestCooperativeLevel(data->device); |
| if (result == D3DERR_DEVICELOST) { |
| // We'll reset later |
| return false; |
| } |
| if (result == D3DERR_DEVICENOTRESET) { |
| D3D_Reset(renderer); |
| } |
| result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL); |
| if (FAILED(result)) { |
| return D3D_SetError("Present()", result); |
| } |
| return true; |
| } |
| |
| static void D3D_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) |
| { |
| D3D_RenderData *renderdata = (D3D_RenderData *)renderer->internal; |
| D3D_TextureData *data = (D3D_TextureData *)texture->internal; |
| |
| if (renderdata->drawstate.texture == texture) { |
| renderdata->drawstate.texture = NULL; |
| renderdata->drawstate.shader = SHADER_NONE; |
| renderdata->drawstate.shader_params = NULL; |
| IDirect3DDevice9_SetPixelShader(renderdata->device, NULL); |
| IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL); |
| if (texture->palette) { |
| IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL); |
| } |
| #ifdef SDL_HAVE_YUV |
| if (data && data->yuv) { |
| IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL); |
| IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL); |
| } |
| #endif |
| } |
| |
| if (!data) { |
| return; |
| } |
| |
| D3D_DestroyTextureRep(&data->texture); |
| #ifdef SDL_HAVE_YUV |
| D3D_DestroyTextureRep(&data->utexture); |
| D3D_DestroyTextureRep(&data->vtexture); |
| SDL_free(data->pixels); |
| #endif |
| SDL_free(data); |
| texture->internal = NULL; |
| } |
| |
| static void D3D_DestroyRenderer(SDL_Renderer *renderer) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| |
| if (data) { |
| int i; |
| |
| // Make sure the palettes have been freed |
| SDL_assert(!data->palettes); |
| |
| // Release the render target |
| if (data->defaultRenderTarget) { |
| IDirect3DSurface9_Release(data->defaultRenderTarget); |
| data->defaultRenderTarget = NULL; |
| } |
| if (data->currentRenderTarget) { |
| IDirect3DSurface9_Release(data->currentRenderTarget); |
| data->currentRenderTarget = NULL; |
| } |
| for (i = 0; i < SDL_arraysize(data->shaders); ++i) { |
| if (data->shaders[i]) { |
| IDirect3DPixelShader9_Release(data->shaders[i]); |
| data->shaders[i] = NULL; |
| } |
| } |
| // Release all vertex buffers |
| for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { |
| if (data->vertexBuffers[i]) { |
| IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]); |
| } |
| data->vertexBuffers[i] = NULL; |
| } |
| if (data->device) { |
| IDirect3DDevice9_Release(data->device); |
| data->device = NULL; |
| } |
| if (data->d3d) { |
| IDirect3D9_Release(data->d3d); |
| SDL_UnloadObject(data->d3dDLL); |
| } |
| SDL_free(data); |
| } |
| } |
| |
| static bool D3D_Reset(SDL_Renderer *renderer) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| const Float4X4 d3dmatrix = MatrixIdentity(); |
| HRESULT result; |
| SDL_Texture *texture; |
| D3D_PaletteData *palette; |
| int i; |
| |
| // Cancel any scene that we've started |
| if (!data->beginScene) { |
| IDirect3DDevice9_EndScene(data->device); |
| data->beginScene = true; |
| } |
| |
| // Release the default render target before reset |
| if (data->defaultRenderTarget) { |
| IDirect3DSurface9_Release(data->defaultRenderTarget); |
| data->defaultRenderTarget = NULL; |
| } |
| if (data->currentRenderTarget) { |
| IDirect3DSurface9_Release(data->currentRenderTarget); |
| data->currentRenderTarget = NULL; |
| } |
| |
| // Release application render targets |
| for (texture = renderer->textures; texture; texture = texture->next) { |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| D3D_DestroyTexture(renderer, texture); |
| } else { |
| D3D_RecreateTexture(renderer, texture); |
| } |
| } |
| |
| // Release all palettes |
| for (palette = data->palettes; palette; palette = palette->next) { |
| D3D_RecreateTextureRep(data->device, &palette->texture); |
| } |
| |
| // Release all vertex buffers |
| for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { |
| if (data->vertexBuffers[i]) { |
| IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]); |
| } |
| data->vertexBuffers[i] = NULL; |
| data->vertexBufferSize[i] = 0; |
| } |
| |
| result = IDirect3DDevice9_Reset(data->device, &data->pparams); |
| if (FAILED(result)) { |
| if (result == D3DERR_DEVICELOST) { |
| // Don't worry about it, we'll reset later... |
| return true; |
| } else { |
| return D3D_SetError("Reset()", result); |
| } |
| } |
| |
| // Allocate application render targets |
| for (texture = renderer->textures; texture; texture = texture->next) { |
| if (texture->access == SDL_TEXTUREACCESS_TARGET) { |
| D3D_CreateTexture(renderer, texture, 0); |
| } |
| } |
| |
| IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); |
| D3D_InitRenderState(data); |
| D3D_SetRenderTargetInternal(renderer, renderer->target); |
| |
| D3D_InvalidateCachedState(renderer); |
| |
| IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX *)&d3dmatrix); |
| |
| // Let the application know that render targets were reset |
| { |
| SDL_Event event; |
| SDL_zero(event); |
| event.type = SDL_EVENT_RENDER_TARGETS_RESET; |
| event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); |
| SDL_PushEvent(&event); |
| } |
| |
| return true; |
| } |
| |
| static bool D3D_SetVSync(SDL_Renderer *renderer, const int vsync) |
| { |
| D3D_RenderData *data = (D3D_RenderData *)renderer->internal; |
| |
| DWORD PresentationInterval; |
| switch (vsync) { |
| case 0: |
| PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; |
| break; |
| case 1: |
| PresentationInterval = D3DPRESENT_INTERVAL_ONE; |
| break; |
| case 2: |
| PresentationInterval = D3DPRESENT_INTERVAL_TWO; |
| break; |
| case 3: |
| PresentationInterval = D3DPRESENT_INTERVAL_THREE; |
| break; |
| case 4: |
| PresentationInterval = D3DPRESENT_INTERVAL_FOUR; |
| break; |
| default: |
| return SDL_Unsupported(); |
| } |
| |
| D3DCAPS9 caps; |
| HRESULT result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); |
| if (FAILED(result)) { |
| return D3D_SetError("GetDeviceCaps()", result); |
| } |
| if (!(caps.PresentationIntervals & PresentationInterval)) { |
| return SDL_Unsupported(); |
| } |
| data->pparams.PresentationInterval = PresentationInterval; |
| |
| if (!D3D_Reset(renderer)) { |
| // D3D_Reset will call SDL_SetError() |
| return false; |
| } |
| return true; |
| } |
| |
| static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) |
| { |
| D3D_RenderData *data; |
| HRESULT result; |
| HWND hwnd; |
| D3DPRESENT_PARAMETERS pparams; |
| IDirect3DSwapChain9 *chain; |
| D3DCAPS9 caps; |
| DWORD device_flags; |
| int w, h; |
| SDL_DisplayID displayID; |
| const SDL_DisplayMode *fullscreen_mode = NULL; |
| |
| hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); |
| if (!hwnd) { |
| return SDL_SetError("Couldn't get window handle"); |
| } |
| |
| SDL_SetupRendererColorspace(renderer, create_props); |
| |
| if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { |
| return SDL_SetError("Unsupported output colorspace"); |
| } |
| |
| data = (D3D_RenderData *)SDL_calloc(1, sizeof(*data)); |
| if (!data) { |
| return false; |
| } |
| |
| if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) { |
| SDL_free(data); |
| return SDL_SetError("Unable to create Direct3D interface"); |
| } |
| |
| renderer->WindowEvent = D3D_WindowEvent; |
| renderer->SupportsBlendMode = D3D_SupportsBlendMode; |
| renderer->CreatePalette = D3D_CreatePalette; |
| renderer->UpdatePalette = D3D_UpdatePalette; |
| renderer->DestroyPalette = D3D_DestroyPalette; |
| renderer->CreateTexture = D3D_CreateTexture; |
| renderer->UpdateTexture = D3D_UpdateTexture; |
| #ifdef SDL_HAVE_YUV |
| renderer->UpdateTextureYUV = D3D_UpdateTextureYUV; |
| #endif |
| renderer->LockTexture = D3D_LockTexture; |
| renderer->UnlockTexture = D3D_UnlockTexture; |
| renderer->SetRenderTarget = D3D_SetRenderTarget; |
| renderer->QueueSetViewport = D3D_QueueNoOp; |
| renderer->QueueSetDrawColor = D3D_QueueNoOp; |
| renderer->QueueDrawPoints = D3D_QueueDrawPoints; |
| renderer->QueueDrawLines = D3D_QueueDrawPoints; // lines and points queue vertices the same way. |
| renderer->QueueGeometry = D3D_QueueGeometry; |
| renderer->InvalidateCachedState = D3D_InvalidateCachedState; |
| renderer->RunCommandQueue = D3D_RunCommandQueue; |
| renderer->RenderReadPixels = D3D_RenderReadPixels; |
| renderer->RenderPresent = D3D_RenderPresent; |
| renderer->DestroyTexture = D3D_DestroyTexture; |
| renderer->DestroyRenderer = D3D_DestroyRenderer; |
| renderer->SetVSync = D3D_SetVSync; |
| renderer->internal = data; |
| D3D_InvalidateCachedState(renderer); |
| |
| renderer->name = D3D_RenderDriver.name; |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); |
| |
| SDL_GetWindowSizeInPixels(window, &w, &h); |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) { |
| fullscreen_mode = SDL_GetWindowFullscreenMode(window); |
| } |
| |
| SDL_zero(pparams); |
| pparams.hDeviceWindow = hwnd; |
| pparams.BackBufferWidth = w; |
| pparams.BackBufferHeight = h; |
| pparams.BackBufferCount = 1; |
| pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| |
| if (fullscreen_mode) { |
| pparams.Windowed = FALSE; |
| pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format); |
| pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate); |
| } else { |
| pparams.Windowed = TRUE; |
| pparams.BackBufferFormat = D3DFMT_UNKNOWN; |
| pparams.FullScreen_RefreshRateInHz = 0; |
| } |
| pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; |
| |
| // Get the adapter for the display that the window is on |
| displayID = SDL_GetDisplayForWindow(window); |
| data->adapter = SDL_GetDirect3D9AdapterIndex(displayID); |
| |
| result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); |
| if (FAILED(result)) { |
| return D3D_SetError("GetDeviceCaps()", result); |
| } |
| |
| device_flags = D3DCREATE_FPU_PRESERVE; |
| if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { |
| device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; |
| } else { |
| device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { |
| if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) { |
| renderer->npot_texture_wrap_unsupported = true; |
| } else { |
| return SDL_SetError("Non-power-of-two textures are not supported"); |
| } |
| } |
| |
| if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { |
| device_flags |= D3DCREATE_MULTITHREADED; |
| } |
| |
| result = IDirect3D9_CreateDevice(data->d3d, data->adapter, |
| D3DDEVTYPE_HAL, |
| pparams.hDeviceWindow, |
| device_flags, |
| &pparams, &data->device); |
| if (FAILED(result)) { |
| return D3D_SetError("CreateDevice()", result); |
| } |
| |
| // Get presentation parameters to fill info |
| result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain); |
| if (FAILED(result)) { |
| return D3D_SetError("GetSwapChain()", result); |
| } |
| result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams); |
| if (FAILED(result)) { |
| IDirect3DSwapChain9_Release(chain); |
| return D3D_SetError("GetPresentParameters()", result); |
| } |
| IDirect3DSwapChain9_Release(chain); |
| data->pparams = pparams; |
| |
| IDirect3DDevice9_GetDeviceCaps(data->device, &caps); |
| SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, SDL_min(caps.MaxTextureWidth, caps.MaxTextureHeight)); |
| |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) { |
| data->enableSeparateAlphaBlend = true; |
| } |
| |
| // Store the default render target |
| IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); |
| data->currentRenderTarget = NULL; |
| |
| // Set up parameters for rendering |
| D3D_InitRenderState(data); |
| for (int i = SHADER_NONE + 1; i < SDL_arraysize(data->shaders); ++i) { |
| result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]); |
| if (FAILED(result)) { |
| D3D_SetError("CreatePixelShader()", result); |
| } |
| } |
| if (caps.MaxSimultaneousTextures >= 2 && |
| data->shaders[SHADER_PALETTE_NEAREST] && |
| data->shaders[SHADER_PALETTE_LINEAR]) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8); |
| } |
| #ifdef SDL_HAVE_YUV |
| if (caps.MaxSimultaneousTextures >= 3 && data->shaders[SHADER_YUV]) { |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); |
| SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); |
| } |
| #endif |
| |
| SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D9_DEVICE_POINTER, data->device); |
| |
| return true; |
| } |
| |
| SDL_RenderDriver D3D_RenderDriver = { |
| D3D_CreateRenderer, "direct3d" |
| }; |
| #endif // SDL_VIDEO_RENDER_D3D |