| /* | 
 |   Simple DirectMedia Layer | 
 |   Copyright (C) 1997-2022 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" | 
 |  | 
 | #include "SDL_render.h" | 
 | #include "SDL_system.h" | 
 |  | 
 | #if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED | 
 |  | 
 | #include "../../core/windows/SDL_windows.h" | 
 |  | 
 | #include "SDL_hints.h" | 
 | #include "SDL_loadso.h" | 
 | #include "SDL_syswm.h" | 
 | #include "../SDL_sysrender.h" | 
 | #include "../SDL_d3dmath.h" | 
 | #include "../../video/windows/SDL_windowsvideo.h" | 
 |  | 
 | #if SDL_VIDEO_RENDER_D3D | 
 | #define D3D_DEBUG_INFO | 
 | #include <d3d9.h> | 
 | #endif | 
 |  | 
 | #include "SDL_shaders_d3d.h" | 
 |  | 
 | typedef struct | 
 | { | 
 |     SDL_Rect viewport; | 
 |     SDL_bool viewport_dirty; | 
 |     SDL_Texture *texture; | 
 |     SDL_BlendMode blend; | 
 |     SDL_bool cliprect_enabled; | 
 |     SDL_bool cliprect_enabled_dirty; | 
 |     SDL_Rect cliprect; | 
 |     SDL_bool cliprect_dirty; | 
 |     LPDIRECT3DPIXELSHADER9 shader; | 
 | } D3D_DrawStateCache; | 
 |  | 
 |  | 
 | /* Direct3D renderer implementation */ | 
 |  | 
 | typedef struct | 
 | { | 
 |     void* d3dDLL; | 
 |     IDirect3D9 *d3d; | 
 |     IDirect3DDevice9 *device; | 
 |     UINT adapter; | 
 |     D3DPRESENT_PARAMETERS pparams; | 
 |     SDL_bool updateSize; | 
 |     SDL_bool beginScene; | 
 |     SDL_bool enableSeparateAlphaBlend; | 
 |     D3DTEXTUREFILTERTYPE scaleMode[8]; | 
 |     IDirect3DSurface9 *defaultRenderTarget; | 
 |     IDirect3DSurface9 *currentRenderTarget; | 
 |     void* d3dxDLL; | 
 |     LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS]; | 
 |     LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8]; | 
 |     size_t vertexBufferSize[8]; | 
 |     int currentVertexBuffer; | 
 |     SDL_bool reportedVboProblem; | 
 |     D3D_DrawStateCache drawstate; | 
 | } D3D_RenderData; | 
 |  | 
 | typedef struct | 
 | { | 
 |     SDL_bool dirty; | 
 |     int w, h; | 
 |     DWORD usage; | 
 |     Uint32 format; | 
 |     D3DFORMAT d3dfmt; | 
 |     IDirect3DTexture9 *texture; | 
 |     IDirect3DTexture9 *staging; | 
 | } D3D_TextureRep; | 
 |  | 
 | typedef struct | 
 | { | 
 |     D3D_TextureRep texture; | 
 |     D3DTEXTUREFILTERTYPE scaleMode; | 
 |  | 
 |     /* YV12 texture support */ | 
 |     SDL_bool yuv; | 
 |     D3D_TextureRep utexture; | 
 |     D3D_TextureRep vtexture; | 
 |     Uint8 *pixels; | 
 |     int pitch; | 
 |     SDL_Rect locked_rect; | 
 | } D3D_TextureData; | 
 |  | 
 | typedef struct | 
 | { | 
 |     float x, y, z; | 
 |     DWORD color; | 
 |     float u, v; | 
 | } Vertex; | 
 |  | 
 | static int | 
 | 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_RGB888: | 
 |         return D3DFMT_X8R8G8B8; | 
 |     case SDL_PIXELFORMAT_ARGB8888: | 
 |         return D3DFMT_A8R8G8B8; | 
 |     case SDL_PIXELFORMAT_YV12: | 
 |     case SDL_PIXELFORMAT_IYUV: | 
 |     case SDL_PIXELFORMAT_NV12: | 
 |     case SDL_PIXELFORMAT_NV21: | 
 |         return D3DFMT_L8; | 
 |     default: | 
 |         return D3DFMT_UNKNOWN; | 
 |     } | 
 | } | 
 |  | 
 | static Uint32 | 
 | D3DFMTToPixelFormat(D3DFORMAT format) | 
 | { | 
 |     switch (format) { | 
 |     case D3DFMT_R5G6B5: | 
 |         return SDL_PIXELFORMAT_RGB565; | 
 |     case D3DFMT_X8R8G8B8: | 
 |         return SDL_PIXELFORMAT_RGB888; | 
 |     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 */ | 
 |     SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode)); | 
 |  | 
 |     /* Start the render with beginScene */ | 
 |     data->beginScene = SDL_TRUE; | 
 | } | 
 |  | 
 | static int D3D_Reset(SDL_Renderer * renderer); | 
 |  | 
 | static int | 
 | D3D_ActivateRenderer(SDL_Renderer * renderer) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     HRESULT result; | 
 |  | 
 |     if (data->updateSize) { | 
 |         SDL_Window *window = renderer->window; | 
 |         int w, h; | 
 |         Uint32 window_flags = SDL_GetWindowFlags(window); | 
 |  | 
 |         SDL_GetWindowSize(window, &w, &h); | 
 |         data->pparams.BackBufferWidth = w; | 
 |         data->pparams.BackBufferHeight = h; | 
 |         if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) { | 
 |             SDL_DisplayMode fullscreen_mode; | 
 |             SDL_GetWindowDisplayMode(window, &fullscreen_mode); | 
 |             data->pparams.Windowed = FALSE; | 
 |             data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format); | 
 |             data->pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate; | 
 |         } else { | 
 |             data->pparams.Windowed = TRUE; | 
 |             data->pparams.BackBufferFormat = D3DFMT_UNKNOWN; | 
 |             data->pparams.FullScreen_RefreshRateInHz = 0; | 
 |         } | 
 |         if (D3D_Reset(renderer) < 0) { | 
 |             return -1; | 
 |         } | 
 |  | 
 |         data->updateSize = SDL_FALSE; | 
 |     } | 
 |     if (data->beginScene) { | 
 |         result = IDirect3DDevice9_BeginScene(data->device); | 
 |         if (result == D3DERR_DEVICELOST) { | 
 |             if (D3D_Reset(renderer) < 0) { | 
 |                 return -1; | 
 |             } | 
 |             result = IDirect3DDevice9_BeginScene(data->device); | 
 |         } | 
 |         if (FAILED(result)) { | 
 |             return D3D_SetError("BeginScene()", result); | 
 |         } | 
 |         data->beginScene = SDL_FALSE; | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static void | 
 | D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |  | 
 |     if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) { | 
 |         data->updateSize = SDL_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: | 
 |         return (D3DBLEND)0; | 
 |     } | 
 | } | 
 |  | 
 | static SDL_bool | 
 | D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     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) || | 
 |         !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) { | 
 |         return SDL_FALSE; | 
 |     } | 
 |     if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) { | 
 |         return SDL_FALSE; | 
 |     } | 
 |     if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) { | 
 |         return SDL_FALSE; | 
 |     } | 
 |     return SDL_TRUE; | 
 | } | 
 |  | 
 | static int | 
 | D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h) | 
 | { | 
 |     HRESULT result; | 
 |  | 
 |     texture->dirty = SDL_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 0; | 
 | } | 
 |  | 
 |  | 
 | static int | 
 | D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) | 
 | { | 
 |     HRESULT result; | 
 |  | 
 |     if (texture->staging == NULL) { | 
 |         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 0; | 
 | } | 
 |  | 
 | static int | 
 | 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 = SDL_TRUE; | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | 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) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     d3drect.left = x; | 
 |     d3drect.right = x + w; | 
 |     d3drect.top = y; | 
 |     d3drect.bottom = 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, 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 = SDL_TRUE; | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 | 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 int | 
 | D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     D3D_TextureData *texturedata; | 
 |     DWORD usage; | 
 |  | 
 |     texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata)); | 
 |     if (!texturedata) { | 
 |         return SDL_OutOfMemory(); | 
 |     } | 
 |     texturedata->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR; | 
 |  | 
 |     texture->driverdata = 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) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (texture->format == SDL_PIXELFORMAT_YV12 || | 
 |         texture->format == SDL_PIXELFORMAT_IYUV) { | 
 |         texturedata->yuv = SDL_TRUE; | 
 |  | 
 |         if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) { | 
 |             return -1; | 
 |         } | 
 |  | 
 |         if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) { | 
 |             return -1; | 
 |         } | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; | 
 |  | 
 |     if (!texturedata) { | 
 |         return 0; | 
 |     } | 
 |  | 
 |     if (D3D_RecreateTextureRep(data->device, &texturedata->texture) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (texturedata->yuv) { | 
 |         if (D3D_RecreateTextureRep(data->device, &texturedata->utexture) < 0) { | 
 |             return -1; | 
 |         } | 
 |  | 
 |         if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture) < 0) { | 
 |             return -1; | 
 |         } | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, | 
 |                   const SDL_Rect * rect, const void *pixels, int pitch) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; | 
 |  | 
 |     if (!texturedata) { | 
 |         SDL_SetError("Texture is not currently available"); | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     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) < 0) { | 
 |             return -1; | 
 |         } | 
 |  | 
 |         /* 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) < 0) { | 
 |             return -1; | 
 |         } | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | #if SDL_HAVE_YUV | 
 | static int | 
 | 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->driverdata; | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; | 
 |  | 
 |     if (!texturedata) { | 
 |         SDL_SetError("Texture is not currently available"); | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) { | 
 |         return -1; | 
 |     } | 
 |     if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch) < 0) { | 
 |         return -1; | 
 |     } | 
 |     if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch) < 0) { | 
 |         return -1; | 
 |     } | 
 |     return 0; | 
 | } | 
 | #endif | 
 |  | 
 | static int | 
 | D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, | 
 |                 const SDL_Rect * rect, void **pixels, int *pitch) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; | 
 |     IDirect3DDevice9 *device = data->device; | 
 |  | 
 |     if (!texturedata) { | 
 |         SDL_SetError("Texture is not currently available"); | 
 |         return -1; | 
 |     } | 
 |  | 
 |     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 SDL_OutOfMemory(); | 
 |             } | 
 |         } | 
 |         *pixels = | 
 |             (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch + | 
 |                       rect->x * SDL_BYTESPERPIXEL(texture->format)); | 
 |         *pitch = texturedata->pitch; | 
 |     } else { | 
 |         RECT d3drect; | 
 |         D3DLOCKED_RECT locked; | 
 |         HRESULT result; | 
 |  | 
 |         if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) { | 
 |             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(texturedata->texture.staging, 0, &locked, &d3drect, 0); | 
 |         if (FAILED(result)) { | 
 |             return D3D_SetError("LockRect()", result); | 
 |         } | 
 |         *pixels = locked.pBits; | 
 |         *pitch = locked.Pitch; | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static void | 
 | D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; | 
 |  | 
 |     if (!texturedata) { | 
 |         return; | 
 |     } | 
 |  | 
 |     if (texturedata->yuv) { | 
 |         const SDL_Rect *rect = &texturedata->locked_rect; | 
 |         void *pixels = | 
 |             (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch + | 
 |                       rect->x * SDL_BYTESPERPIXEL(texture->format)); | 
 |         D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch); | 
 |     } else { | 
 |         IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0); | 
 |         texturedata->texture.dirty = SDL_TRUE; | 
 |         if (data->drawstate.texture == texture) { | 
 |             data->drawstate.texture = NULL; | 
 |             data->drawstate.shader = NULL; | 
 |             IDirect3DDevice9_SetPixelShader(data->device, NULL); | 
 |             IDirect3DDevice9_SetTexture(data->device, 0, NULL); | 
 |             if (texturedata->yuv) { | 
 |                 IDirect3DDevice9_SetTexture(data->device, 1, NULL); | 
 |                 IDirect3DDevice9_SetTexture(data->device, 2, NULL); | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | static void | 
 | D3D_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode) | 
 | { | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; | 
 |  | 
 |     if (!texturedata) { | 
 |         return; | 
 |     } | 
 |  | 
 |     texturedata->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR; | 
 | } | 
 |  | 
 | static int | 
 | D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     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 != 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; | 
 |     if (!texturedata) { | 
 |         SDL_SetError("Texture is not currently available"); | 
 |         return -1; | 
 |     } | 
 |  | 
 |     /* 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 = SDL_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 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     if (D3D_ActivateRenderer(renderer) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     return D3D_SetRenderTargetInternal(renderer, texture); | 
 | } | 
 |  | 
 |  | 
 | static int | 
 | D3D_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd) | 
 | { | 
 |     return 0;  /* nothing to do in this backend. */ | 
 | } | 
 |  | 
 | static int | 
 | D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) | 
 | { | 
 |     const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); | 
 |     const size_t vertslen = count * sizeof (Vertex); | 
 |     Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); | 
 |     int i; | 
 |  | 
 |     if (!verts) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     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 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, | 
 |         const float *xy, int xy_stride, const SDL_Color *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); | 
 |  | 
 |     if (!verts) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     cmd->data.draw.count = count; | 
 |     size_indices = indices ? size_indices : 0; | 
 |  | 
 |     for (i = 0; i < count; i++) { | 
 |         int j; | 
 |         float *xy_; | 
 |         SDL_Color 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_Color *)((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_ARGB(col_.a, col_.r, col_.g, col_.b); | 
 |  | 
 |         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 0; | 
 | } | 
 |  | 
 | static int | 
 | 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 = SDL_FALSE; | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | 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 0; | 
 | } | 
 |  | 
 | static void | 
 | UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index) | 
 | { | 
 |     if (texturedata->scaleMode != data->scaleMode[index]) { | 
 |         IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, | 
 |                                          texturedata->scaleMode); | 
 |         IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, | 
 |                                          texturedata->scaleMode); | 
 |         IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, | 
 |                                          D3DTADDRESS_CLAMP); | 
 |         IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, | 
 |                                          D3DTADDRESS_CLAMP); | 
 |         data->scaleMode[index] = texturedata->scaleMode; | 
 |     } | 
 | } | 
 |  | 
 | static int | 
 | SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader) | 
 | { | 
 |     D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; | 
 |  | 
 |     SDL_assert(*shader == NULL); | 
 |  | 
 |     if (!texturedata) { | 
 |         SDL_SetError("Texture is not currently available"); | 
 |         return -1; | 
 |     } | 
 |  | 
 |     UpdateTextureScaleMode(data, texturedata, 0); | 
 |  | 
 |     if (BindTextureRep(data->device, &texturedata->texture, 0) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (texturedata->yuv) { | 
 |         switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { | 
 |         case SDL_YUV_CONVERSION_JPEG: | 
 |             *shader = data->shaders[SHADER_YUV_JPEG]; | 
 |             break; | 
 |         case SDL_YUV_CONVERSION_BT601: | 
 |             *shader = data->shaders[SHADER_YUV_BT601]; | 
 |             break; | 
 |         case SDL_YUV_CONVERSION_BT709: | 
 |             *shader = data->shaders[SHADER_YUV_BT709]; | 
 |             break; | 
 |         default: | 
 |             return SDL_SetError("Unsupported YUV conversion mode"); | 
 |         } | 
 |  | 
 |         UpdateTextureScaleMode(data, texturedata, 1); | 
 |         UpdateTextureScaleMode(data, texturedata, 2); | 
 |  | 
 |         if (BindTextureRep(data->device, &texturedata->utexture, 1) < 0) { | 
 |             return -1; | 
 |         } | 
 |         if (BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) { | 
 |             return -1; | 
 |         } | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | 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->driverdata : NULL; | 
 |         D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL; | 
 |         LPDIRECT3DPIXELSHADER9 shader = NULL; | 
 |  | 
 |         /* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */ | 
 |         if (texture == NULL) { | 
 |             IDirect3DDevice9_SetTexture(data->device, 0, NULL); | 
 |         } | 
 |         if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) { | 
 |             IDirect3DDevice9_SetTexture(data->device, 1, NULL); | 
 |             IDirect3DDevice9_SetTexture(data->device, 2, NULL); | 
 |         } | 
 |         if (texture && SetupTextureState(data, texture, &shader) < 0) { | 
 |             return -1; | 
 |         } | 
 |  | 
 |         if (shader != data->drawstate.shader) { | 
 |             const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, shader); | 
 |             if (FAILED(result)) { | 
 |                 return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result); | 
 |             } | 
 |             data->drawstate.shader = shader; | 
 |         } | 
 |  | 
 |         data->drawstate.texture = texture; | 
 |     } else if (texture) { | 
 |         D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; | 
 |         UpdateDirtyTexture(data->device, &texturedata->texture); | 
 |         if (texturedata->yuv) { | 
 |             UpdateDirtyTexture(data->device, &texturedata->utexture); | 
 |             UpdateDirtyTexture(data->device, &texturedata->vtexture); | 
 |         } | 
 |     } | 
 |  | 
 |     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))); | 
 |             if (data->enableSeparateAlphaBlend) { | 
 |                 IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA, | 
 |                                                 GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend))); | 
 |                 IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA, | 
 |                                                 GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); | 
 |             } | 
 |         } | 
 |  | 
 |         data->drawstate.blend = blend; | 
 |     } | 
 |  | 
 |     if (data->drawstate.viewport_dirty) { | 
 |         const SDL_Rect *viewport = &data->drawstate.viewport; | 
 |         const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 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 = SDL_FALSE; | 
 |     } | 
 |  | 
 |     if (data->drawstate.cliprect_enabled_dirty) { | 
 |         IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE); | 
 |         data->drawstate.cliprect_enabled_dirty = SDL_FALSE; | 
 |     } | 
 |  | 
 |     if (data->drawstate.cliprect_dirty) { | 
 |         const SDL_Rect *viewport = &data->drawstate.viewport; | 
 |         const SDL_Rect *rect = &data->drawstate.cliprect; | 
 |         const RECT d3drect = { viewport->x + rect->x, viewport->y + rect->y, viewport->x + rect->x + rect->w, viewport->y + rect->y + rect->h }; | 
 |         IDirect3DDevice9_SetScissorRect(data->device, &d3drect); | 
 |         data->drawstate.cliprect_dirty = SDL_FALSE; | 
 |     } | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     const int vboidx = data->currentVertexBuffer; | 
 |     IDirect3DVertexBuffer9 *vbo = NULL; | 
 |     const SDL_bool istarget = renderer->target != NULL; | 
 |  | 
 |     if (D3D_ActivateRenderer(renderer) < 0) { | 
 |         return -1; | 
 |     } | 
 |  | 
 |     if (vertices) { | 
 |         /* 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 = SDL_TRUE; | 
 |         } | 
 |     } | 
 |  | 
 |     IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof (Vertex)); | 
 |  | 
 |     while (cmd) { | 
 |         switch (cmd->command) { | 
 |             case SDL_RENDERCMD_SETDRAWCOLOR: { | 
 |                 /* currently this is sent with each vertex, but if we move to | 
 |                    shaders, we can put this in a uniform here and reduce vertex | 
 |                    buffer bandwidth */ | 
 |                 break; | 
 |             } | 
 |  | 
 |             case SDL_RENDERCMD_SETVIEWPORT: { | 
 |                 SDL_Rect *viewport = &data->drawstate.viewport; | 
 |                 if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) { | 
 |                     SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)); | 
 |                     data->drawstate.viewport_dirty = SDL_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 = SDL_TRUE; | 
 |                 } | 
 |  | 
 |                 if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) { | 
 |                     SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)); | 
 |                     data->drawstate.cliprect_dirty = SDL_TRUE; | 
 |                 } | 
 |                 break; | 
 |             } | 
 |  | 
 |             case SDL_RENDERCMD_CLEAR: { | 
 |                 const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b); | 
 |                 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 SDL_bool viewport_equal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh)) ? SDL_TRUE : SDL_FALSE; | 
 |  | 
 |                 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 */ | 
 |                     const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f }; | 
 |                     IDirect3DDevice9_SetViewport(data->device, &wholeviewport); | 
 |                     data->drawstate.viewport_dirty = SDL_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_POINTS: { | 
 |                 const size_t count = cmd->data.draw.count; | 
 |                 const size_t first = cmd->data.draw.first; | 
 |                 SetDrawState(data, cmd); | 
 |                 if (vbo) { | 
 |                     IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) (first / sizeof (Vertex)), (UINT) count); | 
 |                 } else { | 
 |                     const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); | 
 |                     IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT) count, verts, sizeof (Vertex)); | 
 |                 } | 
 |                 break; | 
 |             } | 
 |  | 
 |             case SDL_RENDERCMD_DRAW_LINES: { | 
 |                 const size_t count = cmd->data.draw.count; | 
 |                 const size_t first = cmd->data.draw.first; | 
 |                 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); | 
 |  | 
 |                 /* DirectX 9 has the same line rasterization semantics as GDI, | 
 |                    so we need to close the endpoint of the line with a second draw call. */ | 
 |                 const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y)); | 
 |  | 
 |                 SetDrawState(data, cmd); | 
 |  | 
 |                 if (vbo) { | 
 |                     IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT) (first / sizeof (Vertex)), (UINT) (count - 1)); | 
 |                     if (close_endpoint) { | 
 |                         IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) ((first / sizeof (Vertex)) + (count - 1)), 1); | 
 |                     } | 
 |                 } else { | 
 |                     IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT) (count - 1), verts, sizeof (Vertex)); | 
 |                     if (close_endpoint) { | 
 |                         IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex)); | 
 |                     } | 
 |                 } | 
 |                 break; | 
 |             } | 
 |  | 
 |             case SDL_RENDERCMD_FILL_RECTS: /* unused */ | 
 |                 break; | 
 |  | 
 |             case SDL_RENDERCMD_COPY: /* unused */ | 
 |                 break; | 
 |  | 
 |             case SDL_RENDERCMD_COPY_EX: /* unused */ | 
 |                 break; | 
 |  | 
 |             case SDL_RENDERCMD_GEOMETRY: { | 
 |                 const size_t count = cmd->data.draw.count; | 
 |                 const size_t first = cmd->data.draw.first; | 
 |                 SetDrawState(data, cmd); | 
 |                 if (vbo) { | 
 |                     IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT) (first / sizeof (Vertex)), (UINT) count / 3); | 
 |                 } else { | 
 |                     const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first); | 
 |                     IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count / 3, verts, sizeof(Vertex)); | 
 |                 } | 
 |                 break; | 
 |             } | 
 |  | 
 |             case SDL_RENDERCMD_NO_OP: | 
 |                 break; | 
 |         } | 
 |  | 
 |         cmd = cmd->next; | 
 |     } | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 |  | 
 | static int | 
 | D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, | 
 |                      Uint32 format, void * pixels, int pitch) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     D3DSURFACE_DESC desc; | 
 |     LPDIRECT3DSURFACE9 backBuffer; | 
 |     LPDIRECT3DSURFACE9 surface; | 
 |     RECT d3drect; | 
 |     D3DLOCKED_RECT locked; | 
 |     HRESULT result; | 
 |  | 
 |     if (data->currentRenderTarget) { | 
 |         backBuffer = data->currentRenderTarget; | 
 |     } else { | 
 |         backBuffer = data->defaultRenderTarget; | 
 |     } | 
 |  | 
 |     result = IDirect3DSurface9_GetDesc(backBuffer, &desc); | 
 |     if (FAILED(result)) { | 
 |         return D3D_SetError("GetDesc()", result); | 
 |     } | 
 |  | 
 |     result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL); | 
 |     if (FAILED(result)) { | 
 |         return D3D_SetError("CreateOffscreenPlainSurface()", result); | 
 |     } | 
 |  | 
 |     result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface); | 
 |     if (FAILED(result)) { | 
 |         IDirect3DSurface9_Release(surface); | 
 |         return D3D_SetError("GetRenderTargetData()", result); | 
 |     } | 
 |  | 
 |     d3drect.left = rect->x; | 
 |     d3drect.right = rect->x + rect->w; | 
 |     d3drect.top = rect->y; | 
 |     d3drect.bottom = rect->y + rect->h; | 
 |  | 
 |     result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY); | 
 |     if (FAILED(result)) { | 
 |         IDirect3DSurface9_Release(surface); | 
 |         return D3D_SetError("LockRect()", result); | 
 |     } | 
 |  | 
 |     SDL_ConvertPixels(rect->w, rect->h, | 
 |                       D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch, | 
 |                       format, pixels, pitch); | 
 |  | 
 |     IDirect3DSurface9_UnlockRect(surface); | 
 |  | 
 |     IDirect3DSurface9_Release(surface); | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 | static void | 
 | D3D_RenderPresent(SDL_Renderer * renderer) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     HRESULT result; | 
 |  | 
 |     if (!data->beginScene) { | 
 |         IDirect3DDevice9_EndScene(data->device); | 
 |         data->beginScene = SDL_TRUE; | 
 |     } | 
 |  | 
 |     result = IDirect3DDevice9_TestCooperativeLevel(data->device); | 
 |     if (result == D3DERR_DEVICELOST) { | 
 |         /* We'll reset later */ | 
 |         return; | 
 |     } | 
 |     if (result == D3DERR_DEVICENOTRESET) { | 
 |         D3D_Reset(renderer); | 
 |     } | 
 |     result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL); | 
 |     if (FAILED(result)) { | 
 |         D3D_SetError("Present()", result); | 
 |     } | 
 | } | 
 |  | 
 | static void | 
 | D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) | 
 | { | 
 |     D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata; | 
 |     D3D_TextureData *data = (D3D_TextureData *) texture->driverdata; | 
 |  | 
 |     if (renderdata->drawstate.texture == texture) { | 
 |         renderdata->drawstate.texture = NULL; | 
 |         renderdata->drawstate.shader = NULL; | 
 |         IDirect3DDevice9_SetPixelShader(renderdata->device, NULL); | 
 |         IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL); | 
 |         if (data->yuv) { | 
 |             IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL); | 
 |             IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL); | 
 |         } | 
 |     } | 
 |  | 
 |     if (!data) { | 
 |         return; | 
 |     } | 
 |  | 
 |     D3D_DestroyTextureRep(&data->texture); | 
 |     D3D_DestroyTextureRep(&data->utexture); | 
 |     D3D_DestroyTextureRep(&data->vtexture); | 
 |     SDL_free(data->pixels); | 
 |     SDL_free(data); | 
 |     texture->driverdata = NULL; | 
 | } | 
 |  | 
 | static void | 
 | D3D_DestroyRenderer(SDL_Renderer * renderer) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |  | 
 |     if (data) { | 
 |         int i; | 
 |  | 
 |         /* Release the render target */ | 
 |         if (data->defaultRenderTarget) { | 
 |             IDirect3DSurface9_Release(data->defaultRenderTarget); | 
 |             data->defaultRenderTarget = NULL; | 
 |         } | 
 |         if (data->currentRenderTarget != NULL) { | 
 |             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); | 
 |     } | 
 |     SDL_free(renderer); | 
 | } | 
 |  | 
 | static int | 
 | D3D_Reset(SDL_Renderer * renderer) | 
 | { | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |     const Float4X4 d3dmatrix = MatrixIdentity(); | 
 |     HRESULT result; | 
 |     SDL_Texture *texture; | 
 |     int i; | 
 |  | 
 |     /* Cancel any scene that we've started */ | 
 |     if (!data->beginScene) { | 
 |         IDirect3DDevice9_EndScene(data->device); | 
 |         data->beginScene = SDL_TRUE; | 
 |     } | 
 |  | 
 |     /* Release the default render target before reset */ | 
 |     if (data->defaultRenderTarget) { | 
 |         IDirect3DSurface9_Release(data->defaultRenderTarget); | 
 |         data->defaultRenderTarget = NULL; | 
 |     } | 
 |     if (data->currentRenderTarget != NULL) { | 
 |         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 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 0; | 
 |         } 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); | 
 |         } | 
 |     } | 
 |  | 
 |     IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); | 
 |     D3D_InitRenderState(data); | 
 |     D3D_SetRenderTargetInternal(renderer, renderer->target); | 
 |     data->drawstate.viewport_dirty = SDL_TRUE; | 
 |     data->drawstate.cliprect_dirty = SDL_TRUE; | 
 |     data->drawstate.cliprect_enabled_dirty = SDL_TRUE; | 
 |     data->drawstate.texture = NULL; | 
 |     data->drawstate.shader = NULL; | 
 |     data->drawstate.blend = SDL_BLENDMODE_INVALID; | 
 |     IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix); | 
 |  | 
 |     /* Let the application know that render targets were reset */ | 
 |     { | 
 |         SDL_Event event; | 
 |         event.type = SDL_RENDER_TARGETS_RESET; | 
 |         SDL_PushEvent(&event); | 
 |     } | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 | static int | 
 | D3D_SetVSync(SDL_Renderer * renderer, const int vsync) | 
 | { | 
 |     D3D_RenderData *data = renderer->driverdata; | 
 |     if (vsync) { | 
 |         data->pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; | 
 |         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; | 
 |     } else { | 
 |         data->pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; | 
 |         renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC; | 
 |     } | 
 |     if (D3D_Reset(renderer) < 0) { | 
 |         /* D3D_Reset will call SDL_SetError() */ | 
 |         return -1; | 
 |     } | 
 |     return 0; | 
 | } | 
 |  | 
 | SDL_Renderer * | 
 | D3D_CreateRenderer(SDL_Window * window, Uint32 flags) | 
 | { | 
 |     SDL_Renderer *renderer; | 
 |     D3D_RenderData *data; | 
 |     SDL_SysWMinfo windowinfo; | 
 |     HRESULT result; | 
 |     D3DPRESENT_PARAMETERS pparams; | 
 |     IDirect3DSwapChain9 *chain; | 
 |     D3DCAPS9 caps; | 
 |     DWORD device_flags; | 
 |     Uint32 window_flags; | 
 |     int w, h; | 
 |     SDL_DisplayMode fullscreen_mode; | 
 |     int displayIndex; | 
 |  | 
 |     renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); | 
 |     if (!renderer) { | 
 |         SDL_OutOfMemory(); | 
 |         return NULL; | 
 |     } | 
 |  | 
 |     data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data)); | 
 |     if (!data) { | 
 |         SDL_free(renderer); | 
 |         SDL_OutOfMemory(); | 
 |         return NULL; | 
 |     } | 
 |  | 
 |     if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) { | 
 |         SDL_free(renderer); | 
 |         SDL_free(data); | 
 |         SDL_SetError("Unable to create Direct3D interface"); | 
 |         return NULL; | 
 |     } | 
 |  | 
 |     renderer->WindowEvent = D3D_WindowEvent; | 
 |     renderer->SupportsBlendMode = D3D_SupportsBlendMode; | 
 |     renderer->CreateTexture = D3D_CreateTexture; | 
 |     renderer->UpdateTexture = D3D_UpdateTexture; | 
 | #if SDL_HAVE_YUV | 
 |     renderer->UpdateTextureYUV = D3D_UpdateTextureYUV; | 
 | #endif | 
 |     renderer->LockTexture = D3D_LockTexture; | 
 |     renderer->UnlockTexture = D3D_UnlockTexture; | 
 |     renderer->SetTextureScaleMode = D3D_SetTextureScaleMode; | 
 |     renderer->SetRenderTarget = D3D_SetRenderTarget; | 
 |     renderer->QueueSetViewport = D3D_QueueSetViewport; | 
 |     renderer->QueueSetDrawColor = D3D_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */ | 
 |     renderer->QueueDrawPoints = D3D_QueueDrawPoints; | 
 |     renderer->QueueDrawLines = D3D_QueueDrawPoints;  /* lines and points queue vertices the same way. */ | 
 |     renderer->QueueGeometry = D3D_QueueGeometry; | 
 |     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->info = D3D_RenderDriver.info; | 
 |     renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); | 
 |     renderer->driverdata = data; | 
 |  | 
 |     SDL_VERSION(&windowinfo.version); | 
 |     SDL_GetWindowWMInfo(window, &windowinfo); | 
 |  | 
 |     window_flags = SDL_GetWindowFlags(window); | 
 |     SDL_GetWindowSize(window, &w, &h); | 
 |     SDL_GetWindowDisplayMode(window, &fullscreen_mode); | 
 |  | 
 |     SDL_zero(pparams); | 
 |     pparams.hDeviceWindow = windowinfo.info.win.window; | 
 |     pparams.BackBufferWidth = w; | 
 |     pparams.BackBufferHeight = h; | 
 |     pparams.BackBufferCount = 1; | 
 |     pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; | 
 |  | 
 |     if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) { | 
 |         pparams.Windowed = FALSE; | 
 |         pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format); | 
 |         pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate; | 
 |     } else { | 
 |         pparams.Windowed = TRUE; | 
 |         pparams.BackBufferFormat = D3DFMT_UNKNOWN; | 
 |         pparams.FullScreen_RefreshRateInHz = 0; | 
 |     } | 
 |     if (flags & SDL_RENDERER_PRESENTVSYNC) { | 
 |         pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; | 
 |     } else { | 
 |         pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; | 
 |     } | 
 |  | 
 |     /* Get the adapter for the display that the window is on */ | 
 |     displayIndex = SDL_GetWindowDisplayIndex(window); | 
 |     data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex); | 
 |  | 
 |     IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); | 
 |  | 
 |     device_flags = D3DCREATE_FPU_PRESERVE; | 
 |     if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { | 
 |         device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; | 
 |     } else { | 
 |         device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; | 
 |     } | 
 |  | 
 |     if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) { | 
 |         device_flags |= D3DCREATE_MULTITHREADED; | 
 |     } | 
 |  | 
 |     result = IDirect3D9_CreateDevice(data->d3d, data->adapter, | 
 |                                      D3DDEVTYPE_HAL, | 
 |                                      pparams.hDeviceWindow, | 
 |                                      device_flags, | 
 |                                      &pparams, &data->device); | 
 |     if (FAILED(result)) { | 
 |         D3D_DestroyRenderer(renderer); | 
 |         D3D_SetError("CreateDevice()", result); | 
 |         return NULL; | 
 |     } | 
 |  | 
 |     /* Get presentation parameters to fill info */ | 
 |     result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain); | 
 |     if (FAILED(result)) { | 
 |         D3D_DestroyRenderer(renderer); | 
 |         D3D_SetError("GetSwapChain()", result); | 
 |         return NULL; | 
 |     } | 
 |     result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams); | 
 |     if (FAILED(result)) { | 
 |         IDirect3DSwapChain9_Release(chain); | 
 |         D3D_DestroyRenderer(renderer); | 
 |         D3D_SetError("GetPresentParameters()", result); | 
 |         return NULL; | 
 |     } | 
 |     IDirect3DSwapChain9_Release(chain); | 
 |     if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) { | 
 |         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; | 
 |     } | 
 |     data->pparams = pparams; | 
 |  | 
 |     IDirect3DDevice9_GetDeviceCaps(data->device, &caps); | 
 |     renderer->info.max_texture_width = caps.MaxTextureWidth; | 
 |     renderer->info.max_texture_height = caps.MaxTextureHeight; | 
 |  | 
 |     if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) { | 
 |         data->enableSeparateAlphaBlend = SDL_TRUE; | 
 |     } | 
 |  | 
 |     /* Store the default render target */ | 
 |     IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); | 
 |     data->currentRenderTarget = NULL; | 
 |  | 
 |     /* Set up parameters for rendering */ | 
 |     D3D_InitRenderState(data); | 
 |  | 
 |     if (caps.MaxSimultaneousTextures >= 3) { | 
 |         int i; | 
 |         for (i = 0; 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 (data->shaders[SHADER_YUV_JPEG] && data->shaders[SHADER_YUV_BT601] && data->shaders[SHADER_YUV_BT709]) { | 
 |             renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; | 
 |             renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; | 
 |         } | 
 |     } | 
 |  | 
 |     data->drawstate.blend = SDL_BLENDMODE_INVALID; | 
 |  | 
 |     return renderer; | 
 | } | 
 |  | 
 | SDL_RenderDriver D3D_RenderDriver = { | 
 |     D3D_CreateRenderer, | 
 |     { | 
 |      "direct3d", | 
 |      (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), | 
 |      1, | 
 |      {SDL_PIXELFORMAT_ARGB8888}, | 
 |      0, | 
 |      0} | 
 | }; | 
 | #endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ | 
 |  | 
 | #ifdef __WIN32__ | 
 | /* This function needs to always exist on Windows, for the Dynamic API. */ | 
 | IDirect3DDevice9 * | 
 | SDL_RenderGetD3D9Device(SDL_Renderer * renderer) | 
 | { | 
 |     IDirect3DDevice9 *device = NULL; | 
 |  | 
 | #if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED | 
 |     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; | 
 |  | 
 |     /* Make sure that this is a D3D renderer */ | 
 |     if (renderer->DestroyRenderer != D3D_DestroyRenderer) { | 
 |         SDL_SetError("Renderer is not a D3D renderer"); | 
 |         return NULL; | 
 |     } | 
 |  | 
 |     device = data->device; | 
 |     if (device) { | 
 |         IDirect3DDevice9_AddRef(device); | 
 |     } | 
 | #endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ | 
 |  | 
 |     return device; | 
 | } | 
 | #endif /* __WIN32__ */ | 
 |  | 
 | /* vi: set ts=4 sw=4 expandtab: */ |