src/render/direct3d/SDL_render_d3d.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 17 Feb 2013 23:30:47 -0800
changeset 6895 031a1fd143ec
parent 6885 700f1b25f77f
child 6968 959d9bbbbea0
permissions -rw-r--r--
Fixed bug 1722 - An attempt to release NULL Direct3d surface

Evgeny

static void
D3D_DestroyRenderer(SDL_Renderer * renderer)

has a critical problem. It may try to release IDirect3DSurface9 surface pointed
by NULL pointer. That leads to really wierd consequences on my system.

It happens when the previous call to IDirect3D9_CreateDevice() fails leaving
D3D_RenderData::defaultRenderTarget uninitialized.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#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"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#include "stdio.h"
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#if SDL_VIDEO_RENDER_D3D
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#define D3D_DEBUG_INFO
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#include <d3d9.h>
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#endif
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typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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DEFINE_GUID(IID_ID3DXMatrixStack,
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0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
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#undef INTERFACE
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#define INTERFACE ID3DXMatrixStack
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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{
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    STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
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    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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    STDMETHOD_(ULONG,Release)(THIS) PURE;
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    STDMETHOD(Pop)(THIS) PURE;
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    STDMETHOD(Push)(THIS) PURE;
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    STDMETHOD(LoadIdentity)(THIS) PURE;
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    STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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    STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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    STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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    STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
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    STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
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    STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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    STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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    STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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    STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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    STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
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    STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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    STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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#define ID3DXMatrixStack_QueryInterface(p,a,b)            (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXMatrixStack_AddRef(p)                        (p)->lpVtbl->AddRef(p)
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#define ID3DXMatrixStack_Release(p)                       (p)->lpVtbl->Release(p)
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#define ID3DXMatrixStack_Pop(p)                           (p)->lpVtbl->Pop(p)
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#define ID3DXMatrixStack_Push(p)                          (p)->lpVtbl->Push(p)
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#define ID3DXMatrixStack_LoadIdentity(p)                  (p)->lpVtbl->LoadIdentity(p)
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#define ID3DXMatrixStack_LoadMatrix(p,a)                  (p)->lpVtbl->LoadMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrix(p,a)                  (p)->lpVtbl->MultMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrixLocal(p,a)             (p)->lpVtbl->MultMatrixLocal(p,a)
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#define ID3DXMatrixStack_RotateAxis(p,a,b)                (p)->lpVtbl->RotateAxis(p,a,b)
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#define ID3DXMatrixStack_RotateAxisLocal(p,a,b)           (p)->lpVtbl->RotateAxisLocal(p,a,b)
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#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c)      (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
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#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
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#define ID3DXMatrixStack_Scale(p,a,b,c)                   (p)->lpVtbl->Scale(p,a,b,c)
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#define ID3DXMatrixStack_ScaleLocal(p,a,b,c)              (p)->lpVtbl->ScaleLocal(p,a,b,c)
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#define ID3DXMatrixStack_Translate(p,a,b,c)               (p)->lpVtbl->Translate(p,a,b,c)
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#define ID3DXMatrixStack_TranslateLocal(p,a,b,c)          (p)->lpVtbl->TranslateLocal(p,a,b,c)
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#define ID3DXMatrixStack_GetTop(p)                        (p)->lpVtbl->GetTop(p)
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#else
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#define ID3DXMatrixStack_QueryInterface(p,a,b)            (p)->QueryInterface(a,b)
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#define ID3DXMatrixStack_AddRef(p)                        (p)->AddRef()
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#define ID3DXMatrixStack_Release(p)                       (p)->Release()
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#define ID3DXMatrixStack_Pop(p)    (p)->Pop()
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#define ID3DXMatrixStack_Push(p)    (p)->Push()
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#define ID3DXMatrixStack_LoadIdentity(p)    (p)->LoadIdentity()
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#define ID3DXMatrixStack_LoadMatrix(p,a)    (p)->LoadMatrix(a)
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#define ID3DXMatrixStack_MultMatrix(p,a)    (p)->MultMatrix(a)
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#define ID3DXMatrixStack_MultMatrixLocal(p,a)    (p)->MultMatrixLocal(a)
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#define ID3DXMatrixStack_RotateAxis(p,a,b)    (p)->RotateAxis(a,b)
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#define ID3DXMatrixStack_RotateAxisLocal(p,a,b)    (p)->RotateAxisLocal(a,b)
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#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c)    (p)->RotateYawPitchRollLocal(a,b,c)
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#define ID3DXMatrixStack_Scale(p,a,b,c)    (p)->Scale(a,b,c)
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#define ID3DXMatrixStack_ScaleLocal(p,a,b,c)    (p)->ScaleLocal(a,b,c)
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#define ID3DXMatrixStack_Translate(p,a,b,c)    (p)->Translate(a,b,c)
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#define ID3DXMatrixStack_TranslateLocal(p,a,b,c)    (p)->TranslateLocal(a,b,c)
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#define ID3DXMatrixStack_GetTop(p)    (p)->GetTop()
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
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#ifdef __cplusplus
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}
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#endif
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#ifdef ASSEMBLE_SHADER
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///////////////////////////////////////////////////////////////////////////
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// ID3DXBuffer:
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// ------------
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// The buffer object is used by D3DX to return arbitrary size data.
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//
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// GetBufferPointer -
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//    Returns a pointer to the beginning of the buffer.
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//
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// GetBufferSize -
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//    Returns the size of the buffer, in bytes.
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///////////////////////////////////////////////////////////////////////////
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typedef interface ID3DXBuffer ID3DXBuffer;
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typedef interface ID3DXBuffer *LPD3DXBUFFER;
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// {8BA5FB08-5195-40e2-AC58-0D989C3A0102}
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DEFINE_GUID(IID_ID3DXBuffer, 
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0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
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#undef INTERFACE
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#define INTERFACE ID3DXBuffer
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typedef interface ID3DXBuffer {
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    const struct ID3DXBufferVtbl FAR* lpVtbl;
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} ID3DXBuffer;
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typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
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const struct ID3DXBufferVtbl
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{
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    // IUnknown
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    STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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    STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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    STDMETHOD_(ULONG, Release)(THIS) PURE;
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    // ID3DXBuffer
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    STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
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    STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
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};
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HRESULT WINAPI
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    D3DXAssembleShader(
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        LPCSTR                          pSrcData,
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        UINT                            SrcDataLen,
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        CONST LPVOID*                   pDefines,
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        LPVOID                          pInclude,
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        DWORD                           Flags,
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        LPD3DXBUFFER*                   ppShader,
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        LPD3DXBUFFER*                   ppErrorMsgs);
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#endif /* ASSEMBLE_SHADER */
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/* Direct3D renderer implementation */
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static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void D3D_WindowEvent(SDL_Renderer * renderer,
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                            const SDL_WindowEvent *event);
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static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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                             const SDL_Rect * rect, const void *pixels,
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                             int pitch);
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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 int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateViewport(SDL_Renderer * renderer);
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static int D3D_RenderClear(SDL_Renderer * renderer);
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static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
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                                const SDL_FPoint * points, int count);
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static int D3D_RenderDrawLines(SDL_Renderer * renderer,
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                               const SDL_FPoint * points, int count);
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static int D3D_RenderFillRects(SDL_Renderer * renderer,
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                               const SDL_FRect * 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_FRect * dstrect);
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static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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                          const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
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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);
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static void D3D_DestroyTexture(SDL_Renderer * renderer,
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                               SDL_Texture * texture);
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static void D3D_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver D3D_RenderDriver = {
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    D3D_CreateRenderer,
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    {
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     "direct3d",
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     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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     1,
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     {SDL_PIXELFORMAT_ARGB8888},
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     0,
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     0}
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};
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typedef struct
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{
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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 updateSize;
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    SDL_bool beginScene;
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    D3DTEXTUREFILTERTYPE scaleMode;
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    IDirect3DSurface9 *defaultRenderTarget;
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    IDirect3DSurface9 *currentRenderTarget;
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    void* d3dxDLL;
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    ID3DXMatrixStack *matrixStack;
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} D3D_RenderData;
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typedef struct
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{
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    IDirect3DTexture9 *texture;
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    D3DTEXTUREFILTERTYPE scaleMode;
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} D3D_TextureData;
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typedef struct
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{
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    float x, y, z;
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    DWORD color;
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    float u, v;
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} Vertex;
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static void
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D3D_SetError(const char *prefix, HRESULT result)
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{
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    const char *error;
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    switch (result) {
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    case D3DERR_WRONGTEXTUREFORMAT:
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        error = "WRONGTEXTUREFORMAT";
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        break;
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    case D3DERR_UNSUPPORTEDCOLOROPERATION:
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        error = "UNSUPPORTEDCOLOROPERATION";
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        break;
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    case D3DERR_UNSUPPORTEDCOLORARG:
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        error = "UNSUPPORTEDCOLORARG";
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        break;
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    case D3DERR_UNSUPPORTEDALPHAOPERATION:
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        error = "UNSUPPORTEDALPHAOPERATION";
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        break;
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    case D3DERR_UNSUPPORTEDALPHAARG:
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        error = "UNSUPPORTEDALPHAARG";
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        break;
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    case D3DERR_TOOMANYOPERATIONS:
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        error = "TOOMANYOPERATIONS";
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        break;
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    case D3DERR_CONFLICTINGTEXTUREFILTER:
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        error = "CONFLICTINGTEXTUREFILTER";
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        break;
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    case D3DERR_UNSUPPORTEDFACTORVALUE:
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        error = "UNSUPPORTEDFACTORVALUE";
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        break;
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    case D3DERR_CONFLICTINGRENDERSTATE:
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        error = "CONFLICTINGRENDERSTATE";
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        break;
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    case D3DERR_UNSUPPORTEDTEXTUREFILTER:
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        error = "UNSUPPORTEDTEXTUREFILTER";
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        break;
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    case D3DERR_CONFLICTINGTEXTUREPALETTE:
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        error = "CONFLICTINGTEXTUREPALETTE";
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        break;
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    case D3DERR_DRIVERINTERNALERROR:
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        error = "DRIVERINTERNALERROR";
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        break;
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    case D3DERR_NOTFOUND:
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        error = "NOTFOUND";
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        break;
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    case D3DERR_MOREDATA:
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        error = "MOREDATA";
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        break;
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    case D3DERR_DEVICELOST:
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        error = "DEVICELOST";
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        break;
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    case D3DERR_DEVICENOTRESET:
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        error = "DEVICENOTRESET";
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   302
        break;
slouken@1900
   303
    case D3DERR_NOTAVAILABLE:
slouken@1900
   304
        error = "NOTAVAILABLE";
slouken@1900
   305
        break;
slouken@1900
   306
    case D3DERR_OUTOFVIDEOMEMORY:
slouken@1900
   307
        error = "OUTOFVIDEOMEMORY";
slouken@1900
   308
        break;
slouken@1900
   309
    case D3DERR_INVALIDDEVICE:
slouken@1900
   310
        error = "INVALIDDEVICE";
slouken@1900
   311
        break;
slouken@1900
   312
    case D3DERR_INVALIDCALL:
slouken@1900
   313
        error = "INVALIDCALL";
slouken@1900
   314
        break;
slouken@1900
   315
    case D3DERR_DRIVERINVALIDCALL:
slouken@1900
   316
        error = "DRIVERINVALIDCALL";
slouken@1900
   317
        break;
slouken@1900
   318
    case D3DERR_WASSTILLDRAWING:
slouken@1900
   319
        error = "WASSTILLDRAWING";
slouken@1900
   320
        break;
slouken@1900
   321
    default:
slouken@1900
   322
        error = "UNKNOWN";
slouken@1900
   323
        break;
slouken@1900
   324
    }
slouken@1900
   325
    SDL_SetError("%s: %s", prefix, error);
slouken@1900
   326
}
slouken@1900
   327
slouken@1903
   328
static D3DFORMAT
slouken@1903
   329
PixelFormatToD3DFMT(Uint32 format)
slouken@1895
   330
{
slouken@1903
   331
    switch (format) {
slouken@1965
   332
    case SDL_PIXELFORMAT_RGB565:
slouken@1903
   333
        return D3DFMT_R5G6B5;
slouken@1965
   334
    case SDL_PIXELFORMAT_RGB888:
slouken@1903
   335
        return D3DFMT_X8R8G8B8;
slouken@1965
   336
    case SDL_PIXELFORMAT_ARGB8888:
slouken@1903
   337
        return D3DFMT_A8R8G8B8;
slouken@1903
   338
    default:
slouken@1903
   339
        return D3DFMT_UNKNOWN;
slouken@1903
   340
    }
slouken@1895
   341
}
slouken@1895
   342
slouken@5156
   343
static Uint32
slouken@5156
   344
D3DFMTToPixelFormat(D3DFORMAT format)
slouken@2973
   345
{
slouken@5156
   346
    switch (format) {
slouken@5156
   347
    case D3DFMT_R5G6B5:
slouken@5156
   348
        return SDL_PIXELFORMAT_RGB565;
slouken@5156
   349
    case D3DFMT_X8R8G8B8:
slouken@5156
   350
        return SDL_PIXELFORMAT_RGB888;
slouken@5156
   351
    case D3DFMT_A8R8G8B8:
slouken@5156
   352
        return SDL_PIXELFORMAT_ARGB8888;
slouken@5156
   353
    default:
slouken@5156
   354
        return SDL_PIXELFORMAT_UNKNOWN;
slouken@2973
   355
    }
slouken@1895
   356
}
slouken@1895
   357
slouken@5297
   358
static int
slouken@5297
   359
D3D_Reset(SDL_Renderer * renderer)
slouken@5297
   360
{
slouken@5297
   361
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   362
    HRESULT result;
slouken@5297
   363
slouken@6860
   364
    /* Release the default render target before reset */
slouken@6895
   365
    if (data->defaultRenderTarget) {
slouken@6895
   366
        IDirect3DSurface9_Release(data->defaultRenderTarget);
slouken@6895
   367
        data->defaultRenderTarget = NULL;
slouken@6895
   368
    }
slouken@6860
   369
slouken@5297
   370
    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
slouken@5297
   371
    if (FAILED(result)) {
slouken@5297
   372
        if (result == D3DERR_DEVICELOST) {
slouken@5297
   373
            /* Don't worry about it, we'll reset later... */
slouken@5297
   374
            return 0;
slouken@5297
   375
        } else {
slouken@5297
   376
            D3D_SetError("Reset()", result);
slouken@5297
   377
            return -1;
slouken@5297
   378
        }
slouken@5297
   379
    }
slouken@5297
   380
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
slouken@5297
   381
    IDirect3DDevice9_SetFVF(data->device,
slouken@5297
   382
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
slouken@5297
   383
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
slouken@5297
   384
                                    D3DCULL_NONE);
slouken@5297
   385
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
slouken@6860
   386
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
slouken@5297
   387
    return 0;
slouken@5297
   388
}
slouken@5297
   389
slouken@5297
   390
static int
slouken@5297
   391
D3D_ActivateRenderer(SDL_Renderer * renderer)
slouken@5297
   392
{
slouken@5297
   393
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   394
    HRESULT result;
slouken@5297
   395
slouken@5297
   396
    if (data->updateSize) {
slouken@5297
   397
        SDL_Window *window = renderer->window;
slouken@5297
   398
        int w, h;
slouken@5297
   399
slouken@5297
   400
        SDL_GetWindowSize(window, &w, &h);
slouken@5297
   401
        data->pparams.BackBufferWidth = w;
slouken@5297
   402
        data->pparams.BackBufferHeight = h;
slouken@5297
   403
        if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
slouken@5297
   404
            data->pparams.BackBufferFormat =
slouken@5297
   405
                PixelFormatToD3DFMT(SDL_GetWindowPixelFormat(window));
slouken@5297
   406
        } else {
slouken@5297
   407
            data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
slouken@5297
   408
        }
slouken@5297
   409
        if (D3D_Reset(renderer) < 0) {
slouken@5297
   410
            return -1;
slouken@5297
   411
        }
slouken@5297
   412
        D3D_UpdateViewport(renderer);
slouken@5297
   413
slouken@5297
   414
        data->updateSize = SDL_FALSE;
slouken@5297
   415
    }
slouken@5297
   416
    if (data->beginScene) {
slouken@5297
   417
        result = IDirect3DDevice9_BeginScene(data->device);
slouken@5297
   418
        if (result == D3DERR_DEVICELOST) {
slouken@5297
   419
            if (D3D_Reset(renderer) < 0) {
slouken@5297
   420
                return -1;
slouken@5297
   421
            }
slouken@5297
   422
            result = IDirect3DDevice9_BeginScene(data->device);
slouken@5297
   423
        }
slouken@5297
   424
        if (FAILED(result)) {
slouken@5297
   425
            D3D_SetError("BeginScene()", result);
slouken@5297
   426
            return -1;
slouken@5297
   427
        }
slouken@5297
   428
        data->beginScene = SDL_FALSE;
slouken@5297
   429
    }
slouken@5297
   430
    return 0;
slouken@5297
   431
}
slouken@5297
   432
slouken@1895
   433
SDL_Renderer *
slouken@1913
   434
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
slouken@1895
   435
{
slouken@1895
   436
    SDL_Renderer *renderer;
slouken@1913
   437
    D3D_RenderData *data;
slouken@5154
   438
    SDL_SysWMinfo windowinfo;
slouken@1900
   439
    HRESULT result;
slouken@1900
   440
    D3DPRESENT_PARAMETERS pparams;
slouken@1907
   441
    IDirect3DSwapChain9 *chain;
slouken@1925
   442
    D3DCAPS9 caps;
slouken@5156
   443
    Uint32 window_flags;
slouken@5156
   444
    int w, h;
slouken@5156
   445
    SDL_DisplayMode fullscreen_mode;
slouken@5297
   446
    D3DMATRIX matrix;
gabomdq@6320
   447
    int d3dxVersion;
gabomdq@6320
   448
	char d3dxDLLFile[50];
slouken@1895
   449
slouken@1920
   450
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
slouken@1895
   451
    if (!renderer) {
slouken@1895
   452
        SDL_OutOfMemory();
slouken@1895
   453
        return NULL;
slouken@1895
   454
    }
slouken@1895
   455
slouken@1920
   456
    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
slouken@1895
   457
    if (!data) {
slouken@5154
   458
        SDL_free(renderer);
slouken@1895
   459
        SDL_OutOfMemory();
slouken@1895
   460
        return NULL;
slouken@1895
   461
    }
slouken@1895
   462
slouken@5154
   463
    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
slouken@5154
   464
    if (data->d3dDLL) {
slouken@5154
   465
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
slouken@4569
   466
slouken@5154
   467
        D3DCreate =
slouken@5154
   468
            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
slouken@5154
   469
                                                            "Direct3DCreate9");
slouken@5154
   470
        if (D3DCreate) {
slouken@5154
   471
            data->d3d = D3DCreate(D3D_SDK_VERSION);
slouken@5154
   472
        }
slouken@5154
   473
        if (!data->d3d) {
slouken@5154
   474
            SDL_UnloadObject(data->d3dDLL);
slouken@5154
   475
            data->d3dDLL = NULL;
slouken@5154
   476
        }
gabomdq@6320
   477
gabomdq@6320
   478
        for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
gabomdq@6320
   479
            SDL_snprintf(d3dxDLLFile, 49, "D3DX9_%02d.dll", d3dxVersion);
gabomdq@6320
   480
            data->d3dxDLL = SDL_LoadObject(d3dxDLLFile);
gabomdq@6320
   481
            if (data->d3dxDLL) {
gabomdq@6320
   482
                HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK*  ppStack);
gabomdq@6320
   483
                D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
gabomdq@6320
   484
                if (D3DXCreateMatrixStack) {
gabomdq@6320
   485
                    D3DXCreateMatrixStack(0, &data->matrixStack);
gabomdq@6320
   486
                    break;
gabomdq@6320
   487
                }
gabomdq@6320
   488
            }
gabomdq@6320
   489
        }
gabomdq@6320
   490
gabomdq@6320
   491
        if (!data->matrixStack) {
gabomdq@6320
   492
            if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
gabomdq@6320
   493
        }
slouken@5154
   494
    }
gabomdq@6320
   495
gabomdq@6320
   496
gabomdq@6320
   497
    
gabomdq@6320
   498
    if (!data->d3d || !data->matrixStack) {
slouken@5154
   499
        SDL_free(renderer);
slouken@5154
   500
        SDL_free(data);
slouken@5154
   501
        SDL_SetError("Unable to create Direct3D interface");
slouken@5154
   502
        return NULL;
slouken@5154
   503
    }
slouken@5154
   504
slouken@5297
   505
    renderer->WindowEvent = D3D_WindowEvent;
slouken@1913
   506
    renderer->CreateTexture = D3D_CreateTexture;
slouken@1913
   507
    renderer->UpdateTexture = D3D_UpdateTexture;
slouken@1913
   508
    renderer->LockTexture = D3D_LockTexture;
slouken@1913
   509
    renderer->UnlockTexture = D3D_UnlockTexture;
slouken@6247
   510
    renderer->SetRenderTarget = D3D_SetRenderTarget;
slouken@5297
   511
    renderer->UpdateViewport = D3D_UpdateViewport;
slouken@5297
   512
    renderer->RenderClear = D3D_RenderClear;
slouken@3599
   513
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
slouken@3599
   514
    renderer->RenderDrawLines = D3D_RenderDrawLines;
slouken@3675
   515
    renderer->RenderFillRects = D3D_RenderFillRects;
slouken@1913
   516
    renderer->RenderCopy = D3D_RenderCopy;
gabomdq@6320
   517
    renderer->RenderCopyEx = D3D_RenderCopyEx;
slouken@3427
   518
    renderer->RenderReadPixels = D3D_RenderReadPixels;
slouken@1913
   519
    renderer->RenderPresent = D3D_RenderPresent;
slouken@1913
   520
    renderer->DestroyTexture = D3D_DestroyTexture;
slouken@1913
   521
    renderer->DestroyRenderer = D3D_DestroyRenderer;
slouken@1913
   522
    renderer->info = D3D_RenderDriver.info;
slouken@1895
   523
    renderer->driverdata = data;
slouken@1895
   524
slouken@6246
   525
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@1895
   526
slouken@5154
   527
    SDL_VERSION(&windowinfo.version);
slouken@5154
   528
    SDL_GetWindowWMInfo(window, &windowinfo);
slouken@5154
   529
slouken@5156
   530
    window_flags = SDL_GetWindowFlags(window);
slouken@5156
   531
    SDL_GetWindowSize(window, &w, &h);
slouken@5156
   532
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);
slouken@5156
   533
slouken@1900
   534
    SDL_zero(pparams);
slouken@5154
   535
    pparams.hDeviceWindow = windowinfo.info.win.window;
slouken@5156
   536
    pparams.BackBufferWidth = w;
slouken@5156
   537
    pparams.BackBufferHeight = h;
slouken@5156
   538
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
slouken@1903
   539
        pparams.BackBufferFormat =
slouken@5156
   540
            PixelFormatToD3DFMT(fullscreen_mode.format);
slouken@1903
   541
    } else {
slouken@1903
   542
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
slouken@1903
   543
    }
slouken@5142
   544
    pparams.BackBufferCount = 1;
slouken@5142
   545
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
slouken@5142
   546
slouken@5156
   547
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
slouken@6782
   548
		if ( ( window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP ) == SDL_WINDOW_FULLSCREEN_DESKTOP )  {
slouken@6782
   549
			pparams.Windowed = TRUE;
slouken@6782
   550
			pparams.FullScreen_RefreshRateInHz = 0;
slouken@6782
   551
		} else {
slouken@1900
   552
        pparams.Windowed = FALSE;
slouken@1903
   553
        pparams.FullScreen_RefreshRateInHz =
slouken@5156
   554
            fullscreen_mode.refresh_rate;
slouken@6782
   555
		}
slouken@1900
   556
    } else {
slouken@1900
   557
        pparams.Windowed = TRUE;
slouken@1903
   558
        pparams.FullScreen_RefreshRateInHz = 0;
slouken@1900
   559
    }
slouken@1965
   560
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@1907
   561
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
slouken@1907
   562
    } else {
slouken@1907
   563
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
slouken@1907
   564
    }
slouken@1900
   565
slouken@5154
   566
    /* FIXME: Which adapter? */
slouken@5154
   567
    data->adapter = D3DADAPTER_DEFAULT;
slouken@5154
   568
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
slouken@3197
   569
slouken@5154
   570
    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
slouken@1900
   571
                                     D3DDEVTYPE_HAL,
slouken@5154
   572
                                     pparams.hDeviceWindow,
slouken@6115
   573
                                     D3DCREATE_FPU_PRESERVE | ((caps.
slouken@3197
   574
                                      DevCaps &
slouken@3197
   575
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
slouken@3197
   576
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
slouken@6115
   577
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING),
slouken@1900
   578
                                     &pparams, &data->device);
slouken@1900
   579
    if (FAILED(result)) {
slouken@1913
   580
        D3D_DestroyRenderer(renderer);
slouken@1900
   581
        D3D_SetError("CreateDevice()", result);
slouken@1900
   582
        return NULL;
slouken@1900
   583
    }
slouken@1900
   584
    data->beginScene = SDL_TRUE;
slouken@5484
   585
    data->scaleMode = D3DTEXF_FORCE_DWORD;
slouken@1900
   586
slouken@1907
   587
    /* Get presentation parameters to fill info */
slouken@1907
   588
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
slouken@1907
   589
    if (FAILED(result)) {
slouken@1913
   590
        D3D_DestroyRenderer(renderer);
slouken@1907
   591
        D3D_SetError("GetSwapChain()", result);
slouken@1907
   592
        return NULL;
slouken@1907
   593
    }
slouken@1907
   594
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
slouken@1907
   595
    if (FAILED(result)) {
slouken@1907
   596
        IDirect3DSwapChain9_Release(chain);
slouken@1913
   597
        D3D_DestroyRenderer(renderer);
slouken@1907
   598
        D3D_SetError("GetPresentParameters()", result);
slouken@1907
   599
        return NULL;
slouken@1907
   600
    }
slouken@1907
   601
    IDirect3DSwapChain9_Release(chain);
slouken@1907
   602
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
slouken@1965
   603
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@1907
   604
    }
slouken@1975
   605
    data->pparams = pparams;
slouken@1907
   606
slouken@1925
   607
    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
slouken@1925
   608
    renderer->info.max_texture_width = caps.MaxTextureWidth;
slouken@1925
   609
    renderer->info.max_texture_height = caps.MaxTextureHeight;
slouken@6246
   610
    if (caps.NumSimultaneousRTs >= 2) {
slouken@6246
   611
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
slouken@6246
   612
    }
slouken@1918
   613
slouken@1903
   614
    /* Set up parameters for rendering */
slouken@1904
   615
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
slouken@1987
   616
    IDirect3DDevice9_SetFVF(data->device,
slouken@5297
   617
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
slouken@1988
   618
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
slouken@1903
   619
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
slouken@1903
   620
                                    D3DCULL_NONE);
slouken@1904
   621
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
slouken@1988
   622
    /* Enable color modulation by diffuse color */
slouken@1988
   623
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
slouken@1988
   624
                                          D3DTOP_MODULATE);
slouken@1988
   625
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
slouken@1988
   626
                                          D3DTA_TEXTURE);
slouken@1988
   627
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
slouken@1988
   628
                                          D3DTA_DIFFUSE);
slouken@1988
   629
    /* Enable alpha modulation by diffuse alpha */
slouken@1988
   630
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
slouken@1988
   631
                                          D3DTOP_MODULATE);
slouken@1988
   632
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
slouken@1988
   633
                                          D3DTA_TEXTURE);
slouken@1988
   634
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
slouken@1988
   635
                                          D3DTA_DIFFUSE);
slouken@1991
   636
    /* Disable second texture stage, since we're done */
slouken@1991
   637
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
slouken@1991
   638
                                          D3DTOP_DISABLE);
slouken@1991
   639
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
slouken@1991
   640
                                          D3DTOP_DISABLE);
slouken@1903
   641
slouken@6232
   642
    /* Store the default render target */
slouken@6232
   643
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
slouken@6232
   644
    data->currentRenderTarget = NULL;
slouken@6232
   645
slouken@5297
   646
    /* Set an identity world and view matrix */
slouken@5297
   647
    matrix.m[0][0] = 1.0f;
slouken@5297
   648
    matrix.m[0][1] = 0.0f;
slouken@5297
   649
    matrix.m[0][2] = 0.0f;
slouken@5297
   650
    matrix.m[0][3] = 0.0f;
slouken@5297
   651
    matrix.m[1][0] = 0.0f;
slouken@5297
   652
    matrix.m[1][1] = 1.0f;
slouken@5297
   653
    matrix.m[1][2] = 0.0f;
slouken@5297
   654
    matrix.m[1][3] = 0.0f;
slouken@5297
   655
    matrix.m[2][0] = 0.0f;
slouken@5297
   656
    matrix.m[2][1] = 0.0f;
slouken@5297
   657
    matrix.m[2][2] = 1.0f;
slouken@5297
   658
    matrix.m[2][3] = 0.0f;
slouken@5297
   659
    matrix.m[3][0] = 0.0f;
slouken@5297
   660
    matrix.m[3][1] = 0.0f;
slouken@5297
   661
    matrix.m[3][2] = 0.0f;
slouken@5297
   662
    matrix.m[3][3] = 1.0f;
slouken@5297
   663
    IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
slouken@5297
   664
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
slouken@5297
   665
slouken@1895
   666
    return renderer;
slouken@1895
   667
}
slouken@1895
   668
slouken@5297
   669
static void
slouken@5297
   670
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
slouken@1975
   671
{
slouken@1975
   672
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1975
   673
slouken@5297
   674
    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
slouken@5297
   675
        data->updateSize = SDL_TRUE;
slouken@1975
   676
    }
slouken@1975
   677
}
slouken@1975
   678
slouken@5484
   679
static D3DTEXTUREFILTERTYPE
slouken@5484
   680
GetScaleQuality(void)
slouken@5484
   681
{
slouken@5484
   682
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
slouken@5484
   683
slouken@5484
   684
    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
slouken@5484
   685
        return D3DTEXF_POINT;
slouken@5484
   686
    } else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
slouken@5484
   687
        return D3DTEXF_LINEAR;
slouken@5484
   688
    } else {
slouken@5484
   689
        return D3DTEXF_ANISOTROPIC;
slouken@5484
   690
    }
slouken@5484
   691
}
slouken@5484
   692
slouken@1975
   693
static int
slouken@1913
   694
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
   695
{
icculus@6404
   696
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
slouken@1913
   697
    D3D_TextureData *data;
slouken@5173
   698
    D3DPOOL pool;
slouken@5173
   699
    DWORD usage;
slouken@1903
   700
    HRESULT result;
slouken@1895
   701
slouken@1920
   702
    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1895
   703
    if (!data) {
slouken@1895
   704
        SDL_OutOfMemory();
slouken@1895
   705
        return -1;
slouken@1895
   706
    }
slouken@5484
   707
    data->scaleMode = GetScaleQuality();
slouken@1895
   708
slouken@1895
   709
    texture->driverdata = data;
slouken@1895
   710
slouken@5173
   711
#ifdef USE_DYNAMIC_TEXTURE
slouken@5173
   712
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5173
   713
        pool = D3DPOOL_DEFAULT;
slouken@5173
   714
        usage = D3DUSAGE_DYNAMIC;
slouken@5173
   715
    } else
slouken@5173
   716
#endif
slouken@6232
   717
    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
slouken@6246
   718
        /* D3DPOOL_MANAGED does not work with D3DUSAGE_RENDERTARGET */
slouken@6246
   719
        pool = D3DPOOL_DEFAULT;
slouken@6232
   720
        usage = D3DUSAGE_RENDERTARGET;
slouken@6246
   721
    } else {
slouken@5173
   722
        pool = D3DPOOL_MANAGED;
slouken@5173
   723
        usage = 0;
slouken@5173
   724
    }
slouken@2973
   725
slouken@1903
   726
    result =
slouken@1903
   727
        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
slouken@5173
   728
                                       texture->h, 1, usage,
slouken@5173
   729
                                       PixelFormatToD3DFMT(texture->format),
slouken@5173
   730
                                       pool, &data->texture, NULL);
slouken@1903
   731
    if (FAILED(result)) {
slouken@1903
   732
        D3D_SetError("CreateTexture()", result);
slouken@1903
   733
        return -1;
slouken@1903
   734
    }
slouken@1903
   735
slouken@1895
   736
    return 0;
slouken@1895
   737
}
slouken@1895
   738
slouken@1895
   739
static int
slouken@1913
   740
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1913
   741
                  const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1895
   742
{
slouken@1913
   743
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@5156
   744
    RECT d3drect;
slouken@5156
   745
    D3DLOCKED_RECT locked;
slouken@5156
   746
    const Uint8 *src;
slouken@5156
   747
    Uint8 *dst;
slouken@5156
   748
    int row, length;
slouken@5156
   749
    HRESULT result;
slouken@2973
   750
slouken@5173
   751
#ifdef USE_DYNAMIC_TEXTURE
slouken@5173
   752
    if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
slouken@5173
   753
        rect->x == 0 && rect->y == 0 &&
slouken@5173
   754
        rect->w == texture->w && rect->h == texture->h) {
slouken@5194
   755
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD);
slouken@5173
   756
    } else
slouken@5173
   757
#endif
slouken@5173
   758
    {
slouken@5173
   759
        d3drect.left = rect->x;
slouken@5173
   760
        d3drect.right = rect->x + rect->w;
slouken@5173
   761
        d3drect.top = rect->y;
slouken@5173
   762
        d3drect.bottom = rect->y + rect->h;
slouken@5194
   763
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
slouken@5156
   764
    }
slouken@2973
   765
slouken@5156
   766
    if (FAILED(result)) {
slouken@5156
   767
        D3D_SetError("LockRect()", result);
slouken@5156
   768
        return -1;
slouken@5156
   769
    }
slouken@2973
   770
slouken@5156
   771
    src = pixels;
slouken@5156
   772
    dst = locked.pBits;
slouken@5156
   773
    length = rect->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5173
   774
    if (length == pitch && length == locked.Pitch) {
slouken@5173
   775
        SDL_memcpy(dst, src, length*rect->h);
slouken@5173
   776
    } else {
slouken@5173
   777
        for (row = 0; row < rect->h; ++row) {
slouken@5173
   778
            SDL_memcpy(dst, src, length);
slouken@5173
   779
            src += pitch;
slouken@5173
   780
            dst += locked.Pitch;
slouken@5173
   781
        }
slouken@5156
   782
    }
slouken@5156
   783
    IDirect3DTexture9_UnlockRect(data->texture, 0);
slouken@2973
   784
slouken@5156
   785
    return 0;
slouken@1895
   786
}
slouken@1895
   787
slouken@1895
   788
static int
slouken@1913
   789
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5156
   790
                const SDL_Rect * rect, void **pixels, int *pitch)
slouken@1895
   791
{
slouken@1913
   792
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@5156
   793
    RECT d3drect;
slouken@5156
   794
    D3DLOCKED_RECT locked;
slouken@5156
   795
    HRESULT result;
slouken@1895
   796
slouken@5156
   797
    d3drect.left = rect->x;
slouken@5156
   798
    d3drect.right = rect->x + rect->w;
slouken@5156
   799
    d3drect.top = rect->y;
slouken@5156
   800
    d3drect.bottom = rect->y + rect->h;
slouken@1903
   801
slouken@5156
   802
    result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
slouken@5156
   803
    if (FAILED(result)) {
slouken@5156
   804
        D3D_SetError("LockRect()", result);
slouken@5156
   805
        return -1;
slouken@1903
   806
    }
slouken@5156
   807
    *pixels = locked.pBits;
slouken@5156
   808
    *pitch = locked.Pitch;
slouken@5156
   809
    return 0;
slouken@1895
   810
}
slouken@1895
   811
slouken@1895
   812
static void
slouken@1913
   813
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
   814
{
slouken@1913
   815
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@1895
   816
slouken@5156
   817
    IDirect3DTexture9_UnlockRect(data->texture, 0);
slouken@1895
   818
}
slouken@1895
   819
slouken@5297
   820
static int
slouken@5297
   821
D3D_UpdateViewport(SDL_Renderer * renderer)
slouken@5224
   822
{
slouken@5224
   823
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   824
    D3DVIEWPORT9 viewport;
slouken@5297
   825
    D3DMATRIX matrix;
slouken@5224
   826
slouken@5297
   827
    /* Set the viewport */
slouken@5297
   828
    viewport.X = renderer->viewport.x;
slouken@5297
   829
    viewport.Y = renderer->viewport.y;
slouken@5297
   830
    viewport.Width = renderer->viewport.w;
slouken@5297
   831
    viewport.Height = renderer->viewport.h;
slouken@5297
   832
    viewport.MinZ = 0.0f;
slouken@5297
   833
    viewport.MaxZ = 1.0f;
slouken@5297
   834
    IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5224
   835
slouken@5297
   836
    /* Set an orthographic projection matrix */
slouken@5297
   837
    matrix.m[0][0] = 2.0f / renderer->viewport.w;
slouken@5297
   838
    matrix.m[0][1] = 0.0f;
slouken@5297
   839
    matrix.m[0][2] = 0.0f;
slouken@5297
   840
    matrix.m[0][3] = 0.0f;
slouken@5297
   841
    matrix.m[1][0] = 0.0f;
slouken@5297
   842
    matrix.m[1][1] = -2.0f / renderer->viewport.h;
slouken@5297
   843
    matrix.m[1][2] = 0.0f;
slouken@5297
   844
    matrix.m[1][3] = 0.0f;
slouken@5297
   845
    matrix.m[2][0] = 0.0f;
slouken@5297
   846
    matrix.m[2][1] = 0.0f;
slouken@5297
   847
    matrix.m[2][2] = 1.0f;
slouken@5297
   848
    matrix.m[2][3] = 0.0f;
slouken@5297
   849
    matrix.m[3][0] = -1.0f;
slouken@5297
   850
    matrix.m[3][1] = 1.0f;
slouken@5297
   851
    matrix.m[3][2] = 0.0f;
slouken@5297
   852
    matrix.m[3][3] = 1.0f;
slouken@5297
   853
    IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
slouken@5297
   854
slouken@5297
   855
    return 0;
slouken@5297
   856
}
slouken@5297
   857
slouken@5297
   858
static int
slouken@6247
   859
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@6246
   860
{
slouken@6246
   861
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@6246
   862
    D3D_TextureData *texturedata;
slouken@6246
   863
    HRESULT result;
slouken@6246
   864
slouken@6246
   865
    D3D_ActivateRenderer(renderer);
slouken@6246
   866
slouken@6246
   867
    /* Release the previous render target if it wasn't the default one */
slouken@6246
   868
    if (data->currentRenderTarget != NULL) {
slouken@6246
   869
        IDirect3DSurface9_Release(data->currentRenderTarget);
slouken@6246
   870
        data->currentRenderTarget = NULL;
slouken@6246
   871
    }
slouken@6246
   872
slouken@6246
   873
    if (texture == NULL) {
slouken@6246
   874
        IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
slouken@6246
   875
        return 0;
slouken@6246
   876
    }
slouken@6246
   877
slouken@6246
   878
    texturedata = (D3D_TextureData *) texture->driverdata;
slouken@6246
   879
    result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
slouken@6246
   880
    if(FAILED(result)) {
slouken@6246
   881
        D3D_SetError("GetSurfaceLevel()", result);
slouken@6246
   882
        return -1;
slouken@6246
   883
    }
slouken@6246
   884
    result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
slouken@6246
   885
    if(FAILED(result)) {
slouken@6246
   886
        D3D_SetError("SetRenderTarget()", result);
slouken@6246
   887
        return -1;
slouken@6246
   888
    }
slouken@6246
   889
slouken@6246
   890
    return 0;
slouken@6246
   891
}
slouken@6246
   892
slouken@6246
   893
static int
slouken@5297
   894
D3D_RenderClear(SDL_Renderer * renderer)
slouken@5297
   895
{
slouken@5297
   896
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   897
    DWORD color;
slouken@5297
   898
    HRESULT result;
slouken@5297
   899
slouken@5297
   900
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
   901
        return -1;
slouken@5224
   902
    }
slouken@5297
   903
slouken@5297
   904
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@5297
   905
slouken@5299
   906
    /* Don't reset the viewport if we don't have to! */
slouken@5299
   907
    if (!renderer->viewport.x && !renderer->viewport.y &&
slouken@5299
   908
        renderer->viewport.w == data->pparams.BackBufferWidth &&
slouken@5299
   909
        renderer->viewport.h == data->pparams.BackBufferHeight) {
slouken@5299
   910
        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
slouken@5299
   911
    } else {
slouken@5299
   912
        D3DVIEWPORT9 viewport;
slouken@5297
   913
slouken@5299
   914
        /* Clear is defined to clear the entire render target */
slouken@5299
   915
        viewport.X = 0;
slouken@5299
   916
        viewport.Y = 0;
slouken@5299
   917
        viewport.Width = data->pparams.BackBufferWidth;
slouken@5299
   918
        viewport.Height = data->pparams.BackBufferHeight;
slouken@5299
   919
        viewport.MinZ = 0.0f;
slouken@5299
   920
        viewport.MaxZ = 1.0f;
slouken@5299
   921
        IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5299
   922
slouken@5299
   923
        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
slouken@5299
   924
slouken@5299
   925
        /* Reset the viewport */
slouken@5299
   926
        viewport.X = renderer->viewport.x;
slouken@5299
   927
        viewport.Y = renderer->viewport.y;
slouken@5299
   928
        viewport.Width = renderer->viewport.w;
slouken@5299
   929
        viewport.Height = renderer->viewport.h;
slouken@5299
   930
        viewport.MinZ = 0.0f;
slouken@5299
   931
        viewport.MaxZ = 1.0f;
slouken@5299
   932
        IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5299
   933
    }
slouken@5297
   934
slouken@5297
   935
    if (FAILED(result)) {
slouken@5297
   936
        D3D_SetError("Clear()", result);
slouken@5297
   937
        return -1;
slouken@5297
   938
    }
slouken@5297
   939
    return 0;
slouken@5224
   940
}
slouken@5224
   941
slouken@5224
   942
static void
slouken@2933
   943
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
slouken@2932
   944
{
slouken@2932
   945
    switch (blendMode) {
slouken@2932
   946
    case SDL_BLENDMODE_NONE:
slouken@2932
   947
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   948
                                        FALSE);
slouken@2932
   949
        break;
slouken@2932
   950
    case SDL_BLENDMODE_BLEND:
slouken@2932
   951
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   952
                                        TRUE);
slouken@2932
   953
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@2932
   954
                                        D3DBLEND_SRCALPHA);
slouken@2932
   955
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@2932
   956
                                        D3DBLEND_INVSRCALPHA);
slouken@2932
   957
        break;
slouken@2932
   958
    case SDL_BLENDMODE_ADD:
slouken@2932
   959
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   960
                                        TRUE);
slouken@2932
   961
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@2932
   962
                                        D3DBLEND_SRCALPHA);
slouken@2932
   963
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@2932
   964
                                        D3DBLEND_ONE);
slouken@2932
   965
        break;
slouken@5184
   966
    case SDL_BLENDMODE_MOD:
slouken@5184
   967
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@5184
   968
                                        TRUE);
slouken@5184
   969
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@5184
   970
                                        D3DBLEND_ZERO);
slouken@5184
   971
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@5184
   972
                                        D3DBLEND_SRCCOLOR);
slouken@5184
   973
        break;
slouken@2932
   974
    }
slouken@2932
   975
}
slouken@2932
   976
slouken@1895
   977
static int
slouken@6528
   978
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
slouken@3599
   979
                     int count)
slouken@1895
   980
{
slouken@1913
   981
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@2932
   982
    DWORD color;
slouken@3536
   983
    Vertex *vertices;
slouken@3536
   984
    int i;
slouken@1900
   985
    HRESULT result;
slouken@1895
   986
slouken@5297
   987
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
   988
        return -1;
slouken@1900
   989
    }
slouken@1895
   990
slouken@2932
   991
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
   992
slouken@2933
   993
    result =
slouken@2933
   994
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
   995
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
   996
    if (FAILED(result)) {
slouken@2932
   997
        D3D_SetError("SetTexture()", result);
slouken@2932
   998
        return -1;
slouken@2932
   999
    }
slouken@3536
  1000
slouken@3536
  1001
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
  1002
slouken@3536
  1003
    vertices = SDL_stack_alloc(Vertex, count);
slouken@3536
  1004
    for (i = 0; i < count; ++i) {
slouken@6528
  1005
        vertices[i].x = points[i].x;
slouken@6528
  1006
        vertices[i].y = points[i].y;
slouken@3536
  1007
        vertices[i].z = 0.0f;
slouken@3536
  1008
        vertices[i].color = color;
slouken@3536
  1009
        vertices[i].u = 0.0f;
slouken@3536
  1010
        vertices[i].v = 0.0f;
slouken@3536
  1011
    }
slouken@1903
  1012
    result =
slouken@3536
  1013
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
slouken@2932
  1014
                                         vertices, sizeof(*vertices));
slouken@3536
  1015
    SDL_stack_free(vertices);
slouken@1900
  1016
    if (FAILED(result)) {
slouken@2932
  1017
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@2932
  1018
        return -1;
slouken@2932
  1019
    }
slouken@2932
  1020
    return 0;
slouken@2932
  1021
}
slouken@2932
  1022
slouken@2932
  1023
static int
slouken@6528
  1024
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
slouken@3599
  1025
                    int count)
slouken@2932
  1026
{
slouken@2932
  1027
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@2932
  1028
    DWORD color;
slouken@3536
  1029
    Vertex *vertices;
slouken@3536
  1030
    int i;
slouken@2932
  1031
    HRESULT result;
slouken@2932
  1032
slouken@5297
  1033
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1034
        return -1;
slouken@2932
  1035
    }
slouken@2932
  1036
slouken@2932
  1037
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
  1038
slouken@2933
  1039
    result =
slouken@2933
  1040
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
  1041
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
  1042
    if (FAILED(result)) {
slouken@2932
  1043
        D3D_SetError("SetTexture()", result);
slouken@2932
  1044
        return -1;
slouken@2932
  1045
    }
slouken@3536
  1046
slouken@3536
  1047
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
  1048
slouken@3536
  1049
    vertices = SDL_stack_alloc(Vertex, count);
slouken@3536
  1050
    for (i = 0; i < count; ++i) {
slouken@6528
  1051
        vertices[i].x = points[i].x;
slouken@6528
  1052
        vertices[i].y = points[i].y;
slouken@3536
  1053
        vertices[i].z = 0.0f;
slouken@3536
  1054
        vertices[i].color = color;
slouken@3536
  1055
        vertices[i].u = 0.0f;
slouken@3536
  1056
        vertices[i].v = 0.0f;
slouken@3536
  1057
    }
slouken@2932
  1058
    result =
slouken@3551
  1059
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
slouken@2932
  1060
                                         vertices, sizeof(*vertices));
slouken@3551
  1061
slouken@3551
  1062
    /* DirectX 9 has the same line rasterization semantics as GDI,
slouken@3551
  1063
       so we need to close the endpoint of the line */
slouken@6076
  1064
    if (count == 2 ||
slouken@6076
  1065
        points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
slouken@6528
  1066
        vertices[0].x = points[count-1].x;
slouken@6528
  1067
        vertices[0].y = points[count-1].y;
slouken@3551
  1068
        result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
slouken@3551
  1069
    }
slouken@3551
  1070
slouken@3536
  1071
    SDL_stack_free(vertices);
slouken@2932
  1072
    if (FAILED(result)) {
slouken@2932
  1073
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@2932
  1074
        return -1;
slouken@2932
  1075
    }
slouken@2932
  1076
    return 0;
slouken@2932
  1077
}
slouken@2932
  1078
slouken@2932
  1079
static int
slouken@6528
  1080
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
slouken@3599
  1081
                    int count)
slouken@2932
  1082
{
slouken@2932
  1083
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@3536
  1084
    DWORD color;
slouken@3536
  1085
    int i;
slouken@2932
  1086
    float minx, miny, maxx, maxy;
slouken@2932
  1087
    Vertex vertices[4];
slouken@2932
  1088
    HRESULT result;
slouken@2932
  1089
slouken@5297
  1090
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1091
        return -1;
slouken@2932
  1092
    }
slouken@2932
  1093
slouken@2932
  1094
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
  1095
slouken@2933
  1096
    result =
slouken@2933
  1097
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
  1098
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
  1099
    if (FAILED(result)) {
slouken@2932
  1100
        D3D_SetError("SetTexture()", result);
slouken@2932
  1101
        return -1;
slouken@2932
  1102
    }
slouken@3536
  1103
slouken@3536
  1104
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
  1105
slouken@3536
  1106
    for (i = 0; i < count; ++i) {
slouken@6528
  1107
        const SDL_FRect *rect = &rects[i];
slouken@3536
  1108
slouken@6528
  1109
        minx = rect->x;
slouken@6528
  1110
        miny = rect->y;
slouken@6528
  1111
        maxx = rect->x + rect->w;
slouken@6528
  1112
        maxy = rect->y + rect->h;
slouken@3536
  1113
slouken@3536
  1114
        vertices[0].x = minx;
slouken@3536
  1115
        vertices[0].y = miny;
slouken@3536
  1116
        vertices[0].z = 0.0f;
slouken@3536
  1117
        vertices[0].color = color;
slouken@3536
  1118
        vertices[0].u = 0.0f;
slouken@3536
  1119
        vertices[0].v = 0.0f;
slouken@3536
  1120
slouken@3536
  1121
        vertices[1].x = maxx;
slouken@3536
  1122
        vertices[1].y = miny;
slouken@3536
  1123
        vertices[1].z = 0.0f;
slouken@3536
  1124
        vertices[1].color = color;
slouken@3536
  1125
        vertices[1].u = 0.0f;
slouken@3536
  1126
        vertices[1].v = 0.0f;
slouken@3536
  1127
slouken@3536
  1128
        vertices[2].x = maxx;
slouken@3536
  1129
        vertices[2].y = maxy;
slouken@3536
  1130
        vertices[2].z = 0.0f;
slouken@3536
  1131
        vertices[2].color = color;
slouken@3536
  1132
        vertices[2].u = 0.0f;
slouken@3536
  1133
        vertices[2].v = 0.0f;
slouken@3536
  1134
slouken@3536
  1135
        vertices[3].x = minx;
slouken@3536
  1136
        vertices[3].y = maxy;
slouken@3536
  1137
        vertices[3].z = 0.0f;
slouken@3536
  1138
        vertices[3].color = color;
slouken@3536
  1139
        vertices[3].u = 0.0f;
slouken@3536
  1140
        vertices[3].v = 0.0f;
slouken@3536
  1141
slouken@3536
  1142
        result =
slouken@3536
  1143
            IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
slouken@3536
  1144
                                             2, vertices, sizeof(*vertices));
slouken@3536
  1145
        if (FAILED(result)) {
slouken@3536
  1146
            D3D_SetError("DrawPrimitiveUP()", result);
slouken@3536
  1147
            return -1;
slouken@3536
  1148
        }
slouken@1900
  1149
    }
slouken@1895
  1150
    return 0;
slouken@1895
  1151
}
slouken@1895
  1152
slouken@1895
  1153
static int
slouken@1913
  1154
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@6528
  1155
               const SDL_Rect * srcrect, const SDL_FRect * dstrect)
slouken@1895
  1156
{
slouken@1913
  1157
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1913
  1158
    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
slouken@3556
  1159
    LPDIRECT3DPIXELSHADER9 shader = NULL;
slouken@1903
  1160
    float minx, miny, maxx, maxy;
slouken@1904
  1161
    float minu, maxu, minv, maxv;
slouken@1987
  1162
    DWORD color;
slouken@1903
  1163
    Vertex vertices[4];
slouken@1903
  1164
    HRESULT result;
slouken@1895
  1165
slouken@5297
  1166
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1167
        return -1;
slouken@1900
  1168
    }
slouken@1903
  1169
slouken@6528
  1170
    minx = dstrect->x - 0.5f;
slouken@6528
  1171
    miny = dstrect->y - 0.5f;
slouken@6528
  1172
    maxx = dstrect->x + dstrect->w - 0.5f;
slouken@6528
  1173
    maxy = dstrect->y + dstrect->h - 0.5f;
slouken@1903
  1174
slouken@1904
  1175
    minu = (float) srcrect->x / texture->w;
slouken@1904
  1176
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
slouken@1904
  1177
    minv = (float) srcrect->y / texture->h;
slouken@1904
  1178
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;
slouken@1903
  1179
slouken@1987
  1180
    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
slouken@1987
  1181
slouken@1903
  1182
    vertices[0].x = minx;
slouken@1903
  1183
    vertices[0].y = miny;
slouken@1903
  1184
    vertices[0].z = 0.0f;
slouken@1987
  1185
    vertices[0].color = color;
slouken@1904
  1186
    vertices[0].u = minu;
slouken@1904
  1187
    vertices[0].v = minv;
slouken@1904
  1188
slouken@1903
  1189
    vertices[1].x = maxx;
slouken@1903
  1190
    vertices[1].y = miny;
slouken@1903
  1191
    vertices[1].z = 0.0f;
slouken@1987
  1192
    vertices[1].color = color;
slouken@1904
  1193
    vertices[1].u = maxu;
slouken@1904
  1194
    vertices[1].v = minv;
slouken@1904
  1195
slouken@1903
  1196
    vertices[2].x = maxx;
slouken@1903
  1197
    vertices[2].y = maxy;
slouken@1903
  1198
    vertices[2].z = 0.0f;
slouken@1987
  1199
    vertices[2].color = color;
slouken@1904
  1200
    vertices[2].u = maxu;
slouken@1904
  1201
    vertices[2].v = maxv;
slouken@1904
  1202
slouken@1903
  1203
    vertices[3].x = minx;
slouken@1903
  1204
    vertices[3].y = maxy;
slouken@1903
  1205
    vertices[3].z = 0.0f;
slouken@1987
  1206
    vertices[3].color = color;
slouken@1904
  1207
    vertices[3].u = minu;
slouken@1904
  1208
    vertices[3].v = maxv;
slouken@1903
  1209
slouken@2932
  1210
    D3D_SetBlendMode(data, texture->blendMode);
slouken@1916
  1211
slouken@5484
  1212
    if (texturedata->scaleMode != data->scaleMode) {
slouken@5484
  1213
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
slouken@5484
  1214
                                         texturedata->scaleMode);
slouken@5484
  1215
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
slouken@5484
  1216
                                         texturedata->scaleMode);
slouken@5484
  1217
        data->scaleMode = texturedata->scaleMode;
slouken@5484
  1218
    }
slouken@1917
  1219
slouken@1903
  1220
    result =
slouken@2735
  1221
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
slouken@2735
  1222
                                    texturedata->texture);
slouken@1903
  1223
    if (FAILED(result)) {
slouken@1903
  1224
        D3D_SetError("SetTexture()", result);
slouken@1903
  1225
        return -1;
slouken@1903
  1226
    }
slouken@3556
  1227
    if (shader) {
slouken@3556
  1228
        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
slouken@3556
  1229
        if (FAILED(result)) {
slouken@3556
  1230
            D3D_SetError("SetShader()", result);
slouken@3556
  1231
            return -1;
slouken@3556
  1232
        }
slouken@3556
  1233
    }
slouken@1903
  1234
    result =
slouken@1903
  1235
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
slouken@1903
  1236
                                         vertices, sizeof(*vertices));
slouken@1903
  1237
    if (FAILED(result)) {
slouken@1903
  1238
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@1903
  1239
        return -1;
slouken@1903
  1240
    }
slouken@3556
  1241
    if (shader) {
slouken@3556
  1242
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
slouken@3556
  1243
        if (FAILED(result)) {
slouken@3556
  1244
            D3D_SetError("SetShader()", result);
slouken@3556
  1245
            return -1;
slouken@3556
  1246
        }
slouken@3556
  1247
    }
slouken@1895
  1248
    return 0;
slouken@1895
  1249
}
slouken@1895
  1250
gabomdq@6320
  1251
gabomdq@6320
  1252
static int
gabomdq@6320
  1253
D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@6528
  1254
               const SDL_Rect * srcrect, const SDL_FRect * dstrect,
slouken@6528
  1255
               const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
gabomdq@6320
  1256
{
gabomdq@6320
  1257
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
gabomdq@6320
  1258
    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
gabomdq@6320
  1259
    LPDIRECT3DPIXELSHADER9 shader = NULL;
gabomdq@6320
  1260
    float minx, miny, maxx, maxy;
gabomdq@6320
  1261
    float minu, maxu, minv, maxv;
gabomdq@6320
  1262
    float centerx, centery;
gabomdq@6320
  1263
    DWORD color;
gabomdq@6320
  1264
    Vertex vertices[4];
gabomdq@6320
  1265
    HRESULT result;
gabomdq@6320
  1266
gabomdq@6320
  1267
    if (D3D_ActivateRenderer(renderer) < 0) {
gabomdq@6320
  1268
        return -1;
gabomdq@6320
  1269
    }
gabomdq@6320
  1270
slouken@6528
  1271
    centerx = center->x;
slouken@6528
  1272
    centery = center->y;
gabomdq@6320
  1273
gabomdq@6320
  1274
    if (flip & SDL_FLIP_HORIZONTAL) {
slouken@6528
  1275
        minx = dstrect->w - centerx - 0.5f;
slouken@6528
  1276
        maxx = -centerx - 0.5f;
gabomdq@6320
  1277
    }
gabomdq@6320
  1278
    else {
slouken@6528
  1279
        minx = -centerx - 0.5f;
slouken@6528
  1280
        maxx = dstrect->w - centerx - 0.5f;
gabomdq@6320
  1281
    }
gabomdq@6320
  1282
gabomdq@6320
  1283
    if (flip & SDL_FLIP_VERTICAL) {
slouken@6528
  1284
        miny = dstrect->h - centery - 0.5f;
slouken@6528
  1285
        maxy = -centery - 0.5f;
gabomdq@6320
  1286
    }
gabomdq@6320
  1287
    else {
slouken@6528
  1288
        miny = -centery - 0.5f;
slouken@6528
  1289
        maxy = dstrect->h - centery - 0.5f;
gabomdq@6320
  1290
    }
gabomdq@6320
  1291
gabomdq@6320
  1292
    minu = (float) srcrect->x / texture->w;
gabomdq@6320
  1293
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
gabomdq@6320
  1294
    minv = (float) srcrect->y / texture->h;
gabomdq@6320
  1295
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;
gabomdq@6320
  1296
gabomdq@6320
  1297
    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
gabomdq@6320
  1298
gabomdq@6320
  1299
    vertices[0].x = minx;
gabomdq@6320
  1300
    vertices[0].y = miny;
gabomdq@6320
  1301
    vertices[0].z = 0.0f;
gabomdq@6320
  1302
    vertices[0].color = color;
gabomdq@6320
  1303
    vertices[0].u = minu;
gabomdq@6320
  1304
    vertices[0].v = minv;
gabomdq@6320
  1305
gabomdq@6320
  1306
    vertices[1].x = maxx;
gabomdq@6320
  1307
    vertices[1].y = miny;
gabomdq@6320
  1308
    vertices[1].z = 0.0f;
gabomdq@6320
  1309
    vertices[1].color = color;
gabomdq@6320
  1310
    vertices[1].u = maxu;
gabomdq@6320
  1311
    vertices[1].v = minv;
gabomdq@6320
  1312
gabomdq@6320
  1313
    vertices[2].x = maxx;
gabomdq@6320
  1314
    vertices[2].y = maxy;
gabomdq@6320
  1315
    vertices[2].z = 0.0f;
gabomdq@6320
  1316
    vertices[2].color = color;
gabomdq@6320
  1317
    vertices[2].u = maxu;
gabomdq@6320
  1318
    vertices[2].v = maxv;
gabomdq@6320
  1319
gabomdq@6320
  1320
    vertices[3].x = minx;
gabomdq@6320
  1321
    vertices[3].y = maxy;
gabomdq@6320
  1322
    vertices[3].z = 0.0f;
gabomdq@6320
  1323
    vertices[3].color = color;
gabomdq@6320
  1324
    vertices[3].u = minu;
gabomdq@6320
  1325
    vertices[3].v = maxv;
gabomdq@6320
  1326
gabomdq@6320
  1327
    D3D_SetBlendMode(data, texture->blendMode);
gabomdq@6320
  1328
gabomdq@6320
  1329
    // Rotate and translate
gabomdq@6320
  1330
    ID3DXMatrixStack_Push(data->matrixStack);
gabomdq@6320
  1331
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
slouken@6332
  1332
    ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
gabomdq@6320
  1333
    ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
gabomdq@6320
  1334
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
gabomdq@6320
  1335
gabomdq@6320
  1336
    if (texturedata->scaleMode != data->scaleMode) {
gabomdq@6320
  1337
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
gabomdq@6320
  1338
                                         texturedata->scaleMode);
gabomdq@6320
  1339
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
gabomdq@6320
  1340
                                         texturedata->scaleMode);
gabomdq@6320
  1341
        data->scaleMode = texturedata->scaleMode;
gabomdq@6320
  1342
    }
gabomdq@6320
  1343
gabomdq@6320
  1344
    result =
gabomdq@6320
  1345
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
gabomdq@6320
  1346
                                    texturedata->texture);
gabomdq@6320
  1347
    if (FAILED(result)) {
gabomdq@6320
  1348
        D3D_SetError("SetTexture()", result);
gabomdq@6320
  1349
        return -1;
gabomdq@6320
  1350
    }
gabomdq@6320
  1351
    if (shader) {
gabomdq@6320
  1352
        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
gabomdq@6320
  1353
        if (FAILED(result)) {
gabomdq@6320
  1354
            D3D_SetError("SetShader()", result);
gabomdq@6320
  1355
            return -1;
gabomdq@6320
  1356
        }
gabomdq@6320
  1357
    }
gabomdq@6320
  1358
    result =
gabomdq@6320
  1359
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
gabomdq@6320
  1360
                                         vertices, sizeof(*vertices));
gabomdq@6320
  1361
    if (FAILED(result)) {
gabomdq@6320
  1362
        D3D_SetError("DrawPrimitiveUP()", result);
gabomdq@6320
  1363
        return -1;
gabomdq@6320
  1364
    }
gabomdq@6320
  1365
    if (shader) {
gabomdq@6320
  1366
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
gabomdq@6320
  1367
        if (FAILED(result)) {
gabomdq@6320
  1368
            D3D_SetError("SetShader()", result);
gabomdq@6320
  1369
            return -1;
gabomdq@6320
  1370
        }
gabomdq@6320
  1371
    }
gabomdq@6320
  1372
    ID3DXMatrixStack_Pop(data->matrixStack);
gabomdq@6320
  1373
    ID3DXMatrixStack_Push(data->matrixStack);
gabomdq@6320
  1374
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
gabomdq@6320
  1375
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
gabomdq@6320
  1376
    ID3DXMatrixStack_Pop(data->matrixStack);
gabomdq@6320
  1377
    return 0;
gabomdq@6320
  1378
}
gabomdq@6320
  1379
slouken@3427
  1380
static int
slouken@3427
  1381
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@3480
  1382
                     Uint32 format, void * pixels, int pitch)
slouken@3427
  1383
{
slouken@3549
  1384
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@3549
  1385
    D3DSURFACE_DESC desc;
slouken@3549
  1386
    LPDIRECT3DSURFACE9 backBuffer;
slouken@3549
  1387
    LPDIRECT3DSURFACE9 surface;
slouken@3549
  1388
    RECT d3drect;
slouken@3549
  1389
    D3DLOCKED_RECT locked;
slouken@3549
  1390
    HRESULT result;
slouken@3427
  1391
slouken@3549
  1392
    result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
slouken@3549
  1393
    if (FAILED(result)) {
slouken@3549
  1394
        D3D_SetError("GetBackBuffer()", result);
slouken@3549
  1395
        return -1;
slouken@3549
  1396
    }
slouken@3427
  1397
slouken@3549
  1398
    result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
slouken@3549
  1399
    if (FAILED(result)) {
slouken@3549
  1400
        D3D_SetError("GetDesc()", result);
slouken@3549
  1401
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1402
        return -1;
slouken@3549
  1403
    }
slouken@3427
  1404
slouken@3549
  1405
    result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
slouken@3549
  1406
    if (FAILED(result)) {
slouken@3549
  1407
        D3D_SetError("CreateOffscreenPlainSurface()", result);
slouken@3549
  1408
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1409
        return -1;
slouken@3549
  1410
    }
slouken@3427
  1411
slouken@3549
  1412
    result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
slouken@3549
  1413
    if (FAILED(result)) {
slouken@3549
  1414
        D3D_SetError("GetRenderTargetData()", result);
slouken@3549
  1415
        IDirect3DSurface9_Release(surface);
slouken@3549
  1416
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1417
        return -1;
slouken@3549
  1418
    }
slouken@3427
  1419
slouken@3549
  1420
    d3drect.left = rect->x;
slouken@3549
  1421
    d3drect.right = rect->x + rect->w;
slouken@3549
  1422
    d3drect.top = rect->y;
slouken@3549
  1423
    d3drect.bottom = rect->y + rect->h;
slouken@3427
  1424
slouken@3549
  1425
    result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
slouken@3549
  1426
    if (FAILED(result)) {
slouken@3549
  1427
        D3D_SetError("LockRect()", result);
slouken@3549
  1428
        IDirect3DSurface9_Release(surface);
slouken@3549
  1429
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1430
        return -1;
slouken@3549
  1431
    }
slouken@3427
  1432
slouken@3549
  1433
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
  1434
                      D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
slouken@3549
  1435
                      format, pixels, pitch);
slouken@3549
  1436
slouken@3549
  1437
    IDirect3DSurface9_UnlockRect(surface);
slouken@3549
  1438
slouken@3549
  1439
    IDirect3DSurface9_Release(surface);
slouken@3549
  1440
    IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1441
slouken@3549
  1442
    return 0;
slouken@3427
  1443
}
slouken@3427
  1444
slouken@1895
  1445
static void
slouken@1913
  1446
D3D_RenderPresent(SDL_Renderer * renderer)
slouken@1895
  1447
{
slouken@1913
  1448
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1900
  1449
    HRESULT result;
slouken@1900
  1450
slouken@1900
  1451
    if (!data->beginScene) {
slouken@1900
  1452
        IDirect3DDevice9_EndScene(data->device);
slouken@1900
  1453
        data->beginScene = SDL_TRUE;
slouken@1900
  1454
    }
slouken@1900
  1455
slouken@1975
  1456
    result = IDirect3DDevice9_TestCooperativeLevel(data->device);
slouken@1975
  1457
    if (result == D3DERR_DEVICELOST) {
slouken@1975
  1458
        /* We'll reset later */
slouken@1975
  1459
        return;
slouken@1975
  1460
    }
slouken@1975
  1461
    if (result == D3DERR_DEVICENOTRESET) {
slouken@1975
  1462
        D3D_Reset(renderer);
slouken@1975
  1463
    }
slouken@1900
  1464
    result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
slouken@1900
  1465
    if (FAILED(result)) {
slouken@1900
  1466
        D3D_SetError("Present()", result);
slouken@1900
  1467
    }
slouken@1895
  1468
}
slouken@1895
  1469
slouken@1895
  1470
static void
slouken@1913
  1471
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
  1472
{
slouken@1913
  1473
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@1895
  1474
slouken@1895
  1475
    if (!data) {
slouken@1895
  1476
        return;
slouken@1895
  1477
    }
slouken@1903
  1478
    if (data->texture) {
slouken@1903
  1479
        IDirect3DTexture9_Release(data->texture);
slouken@1903
  1480
    }
slouken@1895
  1481
    SDL_free(data);
slouken@1895
  1482
    texture->driverdata = NULL;
slouken@1895
  1483
}
slouken@1895
  1484
slouken@1975
  1485
static void
slouken@1913
  1486
D3D_DestroyRenderer(SDL_Renderer * renderer)
slouken@1895
  1487
{
slouken@1913
  1488
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1895
  1489
slouken@1895
  1490
    if (data) {
slouken@6232
  1491
        // Release the render target
slouken@6895
  1492
        if (data->defaultRenderTarget) {
slouken@6895
  1493
            IDirect3DSurface9_Release(data->defaultRenderTarget);
slouken@6895
  1494
            data->defaultRenderTarget = NULL;
slouken@6895
  1495
        }
slouken@6232
  1496
        if (data->currentRenderTarget != NULL) {
slouken@6232
  1497
            IDirect3DSurface9_Release(data->currentRenderTarget);
slouken@6232
  1498
            data->currentRenderTarget = NULL;
slouken@6232
  1499
        }
slouken@6232
  1500
        
slouken@1900
  1501
        if (data->device) {
slouken@1900
  1502
            IDirect3DDevice9_Release(data->device);
slouken@1900
  1503
        }
slouken@5154
  1504
        if (data->d3d) {
slouken@5154
  1505
            IDirect3D9_Release(data->d3d);
slouken@5154
  1506
            SDL_UnloadObject(data->d3dDLL);
slouken@5154
  1507
        }
slouken@1895
  1508
        SDL_free(data);
slouken@1895
  1509
    }
slouken@1895
  1510
    SDL_free(renderer);
slouken@1895
  1511
}
slouken@1895
  1512
slouken@5226
  1513
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
slouken@1895
  1514
slouken@1895
  1515
/* vi: set ts=4 sw=4 expandtab: */