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SDL_render_d3d.c
1072 lines (944 loc) · 32.9 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2011 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
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#include "../../core/windows/SDL_windows.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#if SDL_VIDEO_RENDER_D3D
#define D3D_DEBUG_INFO
#include <d3d9.h>
#endif
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#ifdef ASSEMBLE_SHADER
///////////////////////////////////////////////////////////////////////////
// ID3DXBuffer:
// ------------
// The buffer object is used by D3DX to return arbitrary size data.
//
// GetBufferPointer -
// Returns a pointer to the beginning of the buffer.
//
// GetBufferSize -
// Returns the size of the buffer, in bytes.
///////////////////////////////////////////////////////////////////////////
typedef interface ID3DXBuffer ID3DXBuffer;
typedef interface ID3DXBuffer *LPD3DXBUFFER;
// {8BA5FB08-5195-40e2-AC58-0D989C3A0102}
DEFINE_GUID(IID_ID3DXBuffer,
0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
#undef INTERFACE
#define INTERFACE ID3DXBuffer
typedef interface ID3DXBuffer {
const struct ID3DXBufferVtbl FAR* lpVtbl;
} ID3DXBuffer;
typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
const struct ID3DXBufferVtbl
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXBuffer
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
};
HRESULT WINAPI
D3DXAssembleShader(
LPCSTR pSrcData,
UINT SrcDataLen,
CONST LPVOID* pDefines,
LPVOID pInclude,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs);
#endif /* ASSEMBLE_SHADER */
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/* Direct3D renderer implementation */
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static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void D3D_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
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static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
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static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static void D3D_RenderPresent(SDL_Renderer * renderer);
static void D3D_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void D3D_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver D3D_RenderDriver = {
D3D_CreateRenderer,
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{
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"direct3d",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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1,
{SDL_PIXELFORMAT_ARGB8888},
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0,
0}
};
typedef struct
{
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void* d3dDLL;
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IDirect3D9 *d3d;
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IDirect3DDevice9 *device;
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UINT adapter;
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D3DPRESENT_PARAMETERS pparams;
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SDL_bool beginScene;
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} D3D_RenderData;
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typedef struct
{
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IDirect3DTexture9 *texture;
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} D3D_TextureData;
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typedef struct
{
float x, y, z;
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float rhw;
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DWORD color;
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float u, v;
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} Vertex;
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static void
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;
}
SDL_SetError("%s: %s", prefix, error);
}
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static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
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{
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switch (format) {
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case SDL_PIXELFORMAT_RGB565:
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return D3DFMT_R5G6B5;
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case SDL_PIXELFORMAT_RGB888:
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return D3DFMT_X8R8G8B8;
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case SDL_PIXELFORMAT_ARGB8888:
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return D3DFMT_A8R8G8B8;
default:
return D3DFMT_UNKNOWN;
}
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}
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static Uint32
D3DFMTToPixelFormat(D3DFORMAT format)
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{
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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;
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}
}
SDL_Renderer *
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D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
SDL_Renderer *renderer;
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D3D_RenderData *data;
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SDL_SysWMinfo windowinfo;
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HRESULT result;
D3DPRESENT_PARAMETERS pparams;
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IDirect3DSwapChain9 *chain;
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D3DCAPS9 caps;
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Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
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data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_free(renderer);
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SDL_OutOfMemory();
return NULL;
}
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data->d3dDLL = SDL_LoadObject("D3D9.DLL");
if (data->d3dDLL) {
IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
D3DCreate =
(IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
"Direct3DCreate9");
if (D3DCreate) {
data->d3d = D3DCreate(D3D_SDK_VERSION);
}
if (!data->d3d) {
SDL_UnloadObject(data->d3dDLL);
data->d3dDLL = NULL;
}
}
if (!data->d3d) {
SDL_free(renderer);
SDL_free(data);
SDL_SetError("Unable to create Direct3D interface");
return NULL;
}
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renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->SetClipRect = D3D_SetClipRect;
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renderer->RenderDrawPoints = D3D_RenderDrawPoints;
renderer->RenderDrawLines = D3D_RenderDrawLines;
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renderer->RenderFillRects = D3D_RenderFillRects;
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renderer->RenderCopy = D3D_RenderCopy;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
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renderer->driverdata = data;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
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window_flags = SDL_GetWindowFlags(window);
SDL_GetWindowSize(window, &w, &h);
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
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SDL_zero(pparams);
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pparams.hDeviceWindow = windowinfo.info.win.window;
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pparams.BackBufferWidth = w;
pparams.BackBufferHeight = h;
if (window_flags & SDL_WINDOW_FULLSCREEN) {
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pparams.BackBufferFormat =
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PixelFormatToD3DFMT(fullscreen_mode.format);
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} else {
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
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pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
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if (window_flags & SDL_WINDOW_FULLSCREEN) {
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pparams.Windowed = FALSE;
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pparams.FullScreen_RefreshRateInHz =
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fullscreen_mode.refresh_rate;
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} else {
pparams.Windowed = TRUE;
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pparams.FullScreen_RefreshRateInHz = 0;
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}
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
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/* FIXME: Which adapter? */
data->adapter = D3DADAPTER_DEFAULT;
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
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result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
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D3DDEVTYPE_HAL,
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pparams.hDeviceWindow,
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(caps.
DevCaps &
D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
D3DCREATE_HARDWARE_VERTEXPROCESSING :
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&pparams, &data->device);
if (FAILED(result)) {
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D3D_DestroyRenderer(renderer);
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D3D_SetError("CreateDevice()", result);
return NULL;
}
data->beginScene = SDL_TRUE;
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/* Get presentation parameters to fill info */
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
if (FAILED(result)) {
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D3D_DestroyRenderer(renderer);
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D3D_SetError("GetSwapChain()", result);
return NULL;
}
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
if (FAILED(result)) {
IDirect3DSwapChain9_Release(chain);
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D3D_DestroyRenderer(renderer);
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D3D_SetError("GetPresentParameters()", result);
return NULL;
}
IDirect3DSwapChain9_Release(chain);
if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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data->pparams = pparams;
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IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
renderer->info.max_texture_width = caps.MaxTextureWidth;
renderer->info.max_texture_height = caps.MaxTextureHeight;
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/* Set up parameters for rendering */
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IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
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/* Enable color modulation by diffuse color */
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
D3DTA_DIFFUSE);
/* Enable alpha modulation by diffuse alpha */
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
D3DTA_DIFFUSE);
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/* Disable second texture stage, since we're done */
IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
D3DTOP_DISABLE);
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return renderer;
}
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static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
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 {
D3D_SetError("Reset()", result);
return -1;
}
}
IDirect3DDevice9_SetVertexShader(data->device, NULL);
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IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
return 0;
}
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/* FIXME: This needs to be called... when? */
#if 0
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static int
D3D_DisplayModeChanged(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
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data->pparams.BackBufferWidth = window->w;
data->pparams.BackBufferHeight = window->h;
if (window->flags & SDL_WINDOW_FULLSCREEN) {
data->pparams.BackBufferFormat =
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PixelFormatToD3DFMT(window->fullscreen_mode.format);
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} else {
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
return D3D_Reset(renderer);
}
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#endif
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static int
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D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
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D3DFORMAT display_format = renderdata->pparams.BackBufferFormat;
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D3D_TextureData *data;
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D3DPOOL pool;
DWORD usage;
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HRESULT result;
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data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
SDL_OutOfMemory();
return -1;
}
texture->driverdata = data;
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#ifdef USE_DYNAMIC_TEXTURE
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
} else
#endif
{
pool = D3DPOOL_MANAGED;
usage = 0;
}
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result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
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texture->h, 1, usage,
PixelFormatToD3DFMT(texture->format),
pool, &data->texture, NULL);
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if (FAILED(result)) {
D3D_SetError("CreateTexture()", result);
return -1;
}
return 0;
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}
static int
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D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
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{
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D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
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RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
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#ifdef USE_DYNAMIC_TEXTURE
if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
rect->x == 0 && rect->y == 0 &&
rect->w == texture->w && rect->h == texture->h) {
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result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD);
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} else
#endif
{
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
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result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
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}
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if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
}
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src = pixels;
dst = locked.pBits;
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
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if (length == pitch && length == locked.Pitch) {
SDL_memcpy(dst, src, length*rect->h);
} else {
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += locked.Pitch;
}
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}
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IDirect3DTexture9_UnlockRect(data->texture, 0);
return 0;
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}
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static int
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D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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{
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D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
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RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
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d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
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result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
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}
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*pixels = locked.pBits;
*pitch = locked.Pitch;
return 0;
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599
}
static void
600
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
601
{
602
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
603
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IDirect3DTexture9_UnlockRect(data->texture, 0);
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606
}
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static void
D3D_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (rect) {
RECT d3drect;
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE,
TRUE);
} else {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE,
FALSE);
}
}
628
static void
629
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
630
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{
switch (blendMode) {
case SDL_BLENDMODE_NONE:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
FALSE);
break;
case SDL_BLENDMODE_BLEND:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_INVSRCALPHA);
break;
case SDL_BLENDMODE_ADD:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_ONE);
break;
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case SDL_BLENDMODE_MOD:
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
D3DBLEND_ZERO);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
D3DBLEND_SRCCOLOR);
break;
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}
}
static int
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D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
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{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
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Vertex *vertices;
int i;
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HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
D3D_SetBlendMode(data, renderer->blendMode);
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result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
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if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
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color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
vertices = SDL_stack_alloc(Vertex, count);
for (i = 0; i < count; ++i) {
vertices[i].x = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
vertices[i].color = color;
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
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result =
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
702
vertices, sizeof(*vertices));
703
SDL_stack_free(vertices);
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if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
return 0;
}
static int
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D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
714
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{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
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Vertex *vertices;
int i;
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HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
D3D_SetBlendMode(data, renderer->blendMode);
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result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
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if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
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color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
vertices = SDL_stack_alloc(Vertex, count);
for (i = 0; i < count; ++i) {
vertices[i].x = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
vertices[i].color = color;
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
748
result =
749
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
750
vertices, sizeof(*vertices));
751
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/* DirectX 9 has the same line rasterization semantics as GDI,
so we need to close the endpoint of the line */
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
vertices[0].x = (float) points[count-1].x;
vertices[0].y = (float) points[count-1].y;
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
}
760
SDL_stack_free(vertices);
761
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764
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767
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
return 0;
}
768
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770
static int
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
771
{
772
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
773
DWORD color;
774
775
int i;
float minx, miny, maxx, maxy;
776
Vertex vertices[4];
777
HRESULT result;
778
779
780
781
782
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
783
784
785
D3D_SetBlendMode(data, renderer->blendMode);
786
787
788
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
789
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791
792
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
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815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
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838
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840
841
842
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
minx = (float) rect->x;
miny = (float) rect->y;
maxx = (float) rect->x + rect->w;
maxy = (float) rect->y + rect->h;
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].color = color;
vertices[0].u = 0.0f;
vertices[0].v = 0.0f;
vertices[1].x = maxx;
vertices[1].y = miny;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].color = color;
vertices[1].u = 0.0f;
vertices[1].v = 0.0f;
vertices[2].x = maxx;
vertices[2].y = maxy;
vertices[2].z = 0.0f;
vertices[2].rhw = 1.0f;
vertices[2].color = color;
vertices[2].u = 0.0f;
vertices[2].v = 0.0f;
vertices[3].x = minx;
vertices[3].y = maxy;
vertices[3].z = 0.0f;
vertices[3].rhw = 1.0f;
vertices[3].color = color;
vertices[3].u = 0.0f;
vertices[3].v = 0.0f;
result =
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
2, vertices, sizeof(*vertices));
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
843
}
844
845
846
847
return 0;
}
static int
848
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
849
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
850
{
851
852
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
853
LPDIRECT3DPIXELSHADER9 shader = NULL;
854
float minx, miny, maxx, maxy;
855
float minu, maxu, minv, maxv;
856
DWORD color;
857
858
Vertex vertices[4];
HRESULT result;
859
860
861
862
863
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
}
864
865
866
867
868
minx = (float) dstrect->x - 0.5f;
miny = (float) dstrect->y - 0.5f;
maxx = (float) dstrect->x + dstrect->w - 0.5f;
maxy = (float) dstrect->y + dstrect->h - 0.5f;
869
870
871
872
873
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;
874
875
876
color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
877
878
879
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
880
vertices[0].rhw = 1.0f;
881
vertices[0].color = color;
882
883
884
vertices[0].u = minu;
vertices[0].v = minv;
885
886
887
vertices[1].x = maxx;
vertices[1].y = miny;
vertices[1].z = 0.0f;
888
vertices[1].rhw = 1.0f;
889
vertices[1].color = color;
890
891
892
vertices[1].u = maxu;
vertices[1].v = minv;
893
894
895
vertices[2].x = maxx;
vertices[2].y = maxy;
vertices[2].z = 0.0f;
896
vertices[2].rhw = 1.0f;
897
vertices[2].color = color;
898
899
900
vertices[2].u = maxu;
vertices[2].v = maxv;
901
902
903
vertices[3].x = minx;
vertices[3].y = maxy;
vertices[3].z = 0.0f;
904
vertices[3].rhw = 1.0f;
905
vertices[3].color = color;
906
907
vertices[3].u = minu;
vertices[3].v = maxv;
908
909
D3D_SetBlendMode(data, texture->blendMode);
910
911
912
913
914
IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
D3DTEXF_LINEAR);
915
916
result =
917
918
IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
texturedata->texture);
919
920
921
922
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);
return -1;
}
923
924
925
926
927
928
929
if (shader) {
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
if (FAILED(result)) {
D3D_SetError("SetShader()", result);
return -1;
}
}
930
931
932
933
934
935
936
result =
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
vertices, sizeof(*vertices));
if (FAILED(result)) {
D3D_SetError("DrawPrimitiveUP()", result);
return -1;
}
937
938
939
940
941
942
943
if (shader) {
result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
if (FAILED(result)) {
D3D_SetError("SetShader()", result);
return -1;
}
}
944
945
946
return 0;
}
947
948
static int
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
949
Uint32 format, void * pixels, int pitch)
950
{
951
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
952
D3DSURFACE_DESC desc;
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
LPDIRECT3DSURFACE9 backBuffer;
LPDIRECT3DSURFACE9 surface;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
if (FAILED(result)) {
D3D_SetError("GetBackBuffer()", result);
return -1;
}
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
if (FAILED(result)) {
D3D_SetError("GetDesc()", result);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
971
972
973
974
975
976
977
result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
if (FAILED(result)) {
D3D_SetError("CreateOffscreenPlainSurface()", result);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
978
979
980
981
982
983
984
985
result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
if (FAILED(result)) {
D3D_SetError("GetRenderTargetData()", result);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
986
987
988
989
990
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
991
992
993
994
995
996
997
998
result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backBuffer);
return -1;
}
999
1000
SDL_ConvertPixels(rect->w, rect->h,