| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2020 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_assert.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; |
| SDL_bool is_copy_ex; |
| 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; |
| } |
| |
| 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; |
| } |
| |
| 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_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, 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) * 4; |
| 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++) { |
| const SDL_FRect *rect = &rects[i]; |
| const float minx = rect->x; |
| const float maxx = rect->x + rect->w; |
| const float miny = rect->y; |
| const float maxy = rect->y + rect->h; |
| |
| verts->x = minx; |
| verts->y = miny; |
| verts->color = color; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = miny; |
| verts->color = color; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = maxy; |
| verts->color = color; |
| verts++; |
| |
| verts->x = minx; |
| verts->y = maxy; |
| verts->color = color; |
| verts++; |
| } |
| |
| return 0; |
| } |
| |
| static int |
| D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcrect, const SDL_FRect * dstrect) |
| { |
| const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); |
| float minx, miny, maxx, maxy; |
| float minu, maxu, minv, maxv; |
| const size_t vertslen = sizeof (Vertex) * 4; |
| Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = 1; |
| |
| minx = dstrect->x - 0.5f; |
| miny = dstrect->y - 0.5f; |
| maxx = dstrect->x + dstrect->w - 0.5f; |
| maxy = dstrect->y + dstrect->h - 0.5f; |
| |
| minu = (float) srcrect->x / texture->w; |
| maxu = (float) (srcrect->x + srcrect->w) / texture->w; |
| minv = (float) srcrect->y / texture->h; |
| maxv = (float) (srcrect->y + srcrect->h) / texture->h; |
| |
| verts->x = minx; |
| verts->y = miny; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = minu; |
| verts->v = minv; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = miny; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = maxu; |
| verts->v = minv; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = maxy; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = maxu; |
| verts->v = maxv; |
| verts++; |
| |
| verts->x = minx; |
| verts->y = maxy; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = minu; |
| verts->v = maxv; |
| verts++; |
| |
| return 0; |
| } |
| |
| static int |
| D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, |
| const SDL_Rect * srcquad, const SDL_FRect * dstrect, |
| const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) |
| { |
| const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); |
| float minx, miny, maxx, maxy; |
| float minu, maxu, minv, maxv; |
| const size_t vertslen = sizeof (Vertex) * 5; |
| Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); |
| |
| if (!verts) { |
| return -1; |
| } |
| |
| cmd->data.draw.count = 1; |
| |
| minx = -center->x; |
| maxx = dstrect->w - center->x; |
| miny = -center->y; |
| maxy = dstrect->h - center->y; |
| |
| if (flip & SDL_FLIP_HORIZONTAL) { |
| minu = (float) (srcquad->x + srcquad->w) / texture->w; |
| maxu = (float) srcquad->x / texture->w; |
| } else { |
| minu = (float) srcquad->x / texture->w; |
| maxu = (float) (srcquad->x + srcquad->w) / texture->w; |
| } |
| |
| if (flip & SDL_FLIP_VERTICAL) { |
| minv = (float) (srcquad->y + srcquad->h) / texture->h; |
| maxv = (float) srcquad->y / texture->h; |
| } else { |
| minv = (float) srcquad->y / texture->h; |
| maxv = (float) (srcquad->y + srcquad->h) / texture->h; |
| } |
| |
| verts->x = minx; |
| verts->y = miny; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = minu; |
| verts->v = minv; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = miny; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = maxu; |
| verts->v = minv; |
| verts++; |
| |
| verts->x = maxx; |
| verts->y = maxy; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = maxu; |
| verts->v = maxv; |
| verts++; |
| |
| verts->x = minx; |
| verts->y = maxy; |
| verts->z = 0.0f; |
| verts->color = color; |
| verts->u = minu; |
| verts->v = maxv; |
| verts++; |
| |
| verts->x = dstrect->x + center->x - 0.5f; /* X translation */ |
| verts->y = dstrect->y + center->y - 0.5f; /* Y translation */ |
| verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */ |
| verts->color = 0; |
| verts->u = 0.0f; |
| verts->v = 0.0f; |
| verts++; |
| |
| 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) |
| { |
| const SDL_bool was_copy_ex = data->drawstate.is_copy_ex; |
| const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX); |
| 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 (is_copy_ex != was_copy_ex) { |
| if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */ |
| const Float4X4 d3dmatrix = MatrixIdentity(); |
| IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix); |
| } |
| data->drawstate.is_copy_ex = is_copy_ex; |
| } |
| |
| 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; |
| size_t i; |
| |
| if (D3D_ActivateRenderer(renderer) < 0) { |
| return -1; |
| } |
| |
| /* 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; |
| |
| if (data->drawstate.cliprect_enabled) { |
| IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); |
| data->drawstate.cliprect_enabled_dirty = SDL_TRUE; |
| } |
| |
| /* Don't reset the viewport if we don't have to! */ |
| if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) { |
| 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; |
| 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: { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| SetDrawState(data, cmd); |
| if (vbo) { |
| size_t offset = 0; |
| for (i = 0; i < count; ++i, offset += 4) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2); |
| } |
| } else { |
| const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); |
| for (i = 0; i < count; ++i, verts += 4) { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); |
| } |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_COPY: { |
| const size_t count = cmd->data.draw.count; |
| const size_t first = cmd->data.draw.first; |
| SetDrawState(data, cmd); |
| if (vbo) { |
| size_t offset = 0; |
| for (i = 0; i < count; ++i, offset += 4) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2); |
| } |
| } else { |
| const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); |
| for (i = 0; i < count; ++i, verts += 4) { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); |
| } |
| } |
| break; |
| } |
| |
| case SDL_RENDERCMD_COPY_EX: { |
| const size_t first = cmd->data.draw.first; |
| const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); |
| const Vertex *transvert = verts + 4; |
| const float translatex = transvert->x; |
| const float translatey = transvert->y; |
| const float rotation = transvert->z; |
| const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0)); |
| SetDrawState(data, cmd); |
| |
| IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix); |
| |
| if (vbo) { |
| IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) (first / sizeof (Vertex)), 2); |
| } else { |
| IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, 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; |
| |
| /* 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; |
| data->drawstate.is_copy_ex = SDL_FALSE; |
| 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; |
| } |
| |
| 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; |
| renderer->UpdateTextureYUV = D3D_UpdateTextureYUV; |
| 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->QueueFillRects = D3D_QueueFillRects; |
| renderer->QueueCopy = D3D_QueueCopy; |
| renderer->QueueCopyEx = D3D_QueueCopyEx; |
| renderer->RunCommandQueue = D3D_RunCommandQueue; |
| renderer->RenderReadPixels = D3D_RenderReadPixels; |
| renderer->RenderPresent = D3D_RenderPresent; |
| renderer->DestroyTexture = D3D_DestroyTexture; |
| renderer->DestroyRenderer = D3D_DestroyRenderer; |
| 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.NumSimultaneousRTs >= 2) { |
| renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; |
| } |
| |
| 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: */ |