Skip to content
This repository has been archived by the owner on Feb 11, 2021. It is now read-only.

Latest commit

 

History

History
1518 lines (1335 loc) · 49.1 KB

SDL_render_d3d.c

File metadata and controls

1518 lines (1335 loc) · 49.1 KB
 
1
2
/*
Simple DirectMedia Layer
Feb 15, 2013
Feb 15, 2013
3
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
#include "../../core/windows/SDL_windows.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "stdio.h"
#if SDL_VIDEO_RENDER_D3D
#define D3D_DEBUG_INFO
#include <d3d9.h>
#endif
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
DEFINE_GUID(IID_ID3DXMatrixStack,
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
#undef INTERFACE
#define INTERFACE ID3DXMatrixStack
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD(Pop)(THIS) PURE;
STDMETHOD(Push)(THIS) PURE;
STDMETHOD(LoadIdentity)(THIS) PURE;
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
};
#undef INTERFACE
#if !defined(__cplusplus) || defined(CINTERFACE)
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
#else
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
#define ID3DXMatrixStack_AddRef(p) (p)->AddRef()
#define ID3DXMatrixStack_Release(p) (p)->Release()
#define ID3DXMatrixStack_Pop(p) (p)->Pop()
#define ID3DXMatrixStack_Push(p) (p)->Push()
#define ID3DXMatrixStack_LoadIdentity(p) (p)->LoadIdentity()
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->LoadMatrix(a)
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->MultMatrix(a)
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->MultMatrixLocal(a)
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->RotateAxis(a,b)
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->RotateAxisLocal(a,b)
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->RotateYawPitchRollLocal(a,b,c)
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->Scale(a,b,c)
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->ScaleLocal(a,b,c)
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->Translate(a,b,c)
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->TranslateLocal(a,b,c)
#define ID3DXMatrixStack_GetTop(p) (p)->GetTop()
#endif
#ifdef __cplusplus
extern "C" {
#endif
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
#ifdef __cplusplus
}
#endif
#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 */
/* Direct3D renderer implementation */
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
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,
const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateViewport(SDL_Renderer * renderer);
static int D3D_RenderClear(SDL_Renderer * renderer);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int D3D_RenderFillRects(SDL_Renderer * renderer,
const SDL_FRect * rects, int count);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip);
static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
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,
{
"direct3d",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
typedef struct
{
void* d3dDLL;
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
UINT adapter;
D3DPRESENT_PARAMETERS pparams;
SDL_bool updateSize;
SDL_bool beginScene;
D3DTEXTUREFILTERTYPE scaleMode;
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
void* d3dxDLL;
ID3DXMatrixStack *matrixStack;
} D3D_RenderData;
typedef struct
{
IDirect3DTexture9 *texture;
D3DTEXTUREFILTERTYPE scaleMode;
} D3D_TextureData;
typedef struct
{
float x, y, z;
DWORD color;
float u, v;
} Vertex;
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);
}
static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
{
switch (format) {
case SDL_PIXELFORMAT_RGB565:
return D3DFMT_R5G6B5;
case SDL_PIXELFORMAT_RGB888:
return D3DFMT_X8R8G8B8;
case SDL_PIXELFORMAT_ARGB8888:
return D3DFMT_A8R8G8B8;
default:
return D3DFMT_UNKNOWN;
}
}
static Uint32
D3DFMTToPixelFormat(D3DFORMAT format)
{
switch (format) {
case D3DFMT_R5G6B5:
return SDL_PIXELFORMAT_RGB565;
case D3DFMT_X8R8G8B8:
return SDL_PIXELFORMAT_RGB888;
case D3DFMT_A8R8G8B8:
return SDL_PIXELFORMAT_ARGB8888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
Feb 12, 2013
Feb 12, 2013
364
/* Release the default render target before reset */
Feb 18, 2013
Feb 18, 2013
365
366
367
368
if (data->defaultRenderTarget) {
IDirect3DSurface9_Release(data->defaultRenderTarget);
data->defaultRenderTarget = NULL;
}
Feb 12, 2013
Feb 12, 2013
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
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);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
Feb 12, 2013
Feb 12, 2013
386
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
return 0;
}
static int
D3D_ActivateRenderer(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
if (data->updateSize) {
SDL_Window *window = renderer->window;
int w, h;
SDL_GetWindowSize(window, &w, &h);
data->pparams.BackBufferWidth = w;
data->pparams.BackBufferHeight = h;
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
data->pparams.BackBufferFormat =
PixelFormatToD3DFMT(SDL_GetWindowPixelFormat(window));
} else {
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
if (D3D_Reset(renderer) < 0) {
return -1;
}
D3D_UpdateViewport(renderer);
data->updateSize = SDL_FALSE;
}
if (data->beginScene) {
result = IDirect3DDevice9_BeginScene(data->device);
if (result == D3DERR_DEVICELOST) {
if (D3D_Reset(renderer) < 0) {
return -1;
}
result = IDirect3DDevice9_BeginScene(data->device);
}
if (FAILED(result)) {
D3D_SetError("BeginScene()", result);
return -1;
}
data->beginScene = SDL_FALSE;
}
return 0;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D_RenderData *data;
SDL_SysWMinfo windowinfo;
HRESULT result;
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
D3DCAPS9 caps;
Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
D3DMATRIX matrix;
int d3dxVersion;
char d3dxDLLFile[50];
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;
}
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;
}
for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
Mar 6, 2013
Mar 6, 2013
479
480
481
482
483
LPTSTR dllName;
SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
dllName = WIN_UTF8ToString(d3dxDLLFile);
data->d3dxDLL = (void *)LoadLibrary(dllName); /* not using SDL_LoadObject() as we want silently fail - no error message */
SDL_free(dllName);
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
if (data->d3dxDLL) {
HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
if (D3DXCreateMatrixStack) {
D3DXCreateMatrixStack(0, &data->matrixStack);
break;
}
}
}
if (!data->matrixStack) {
if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
}
}
if (!data->d3d || !data->matrixStack) {
SDL_free(renderer);
SDL_free(data);
SDL_SetError("Unable to create Direct3D interface");
return NULL;
}
renderer->WindowEvent = D3D_WindowEvent;
renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetRenderTarget = D3D_SetRenderTarget;
renderer->UpdateViewport = D3D_UpdateViewport;
renderer->RenderClear = D3D_RenderClear;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
renderer->RenderDrawLines = D3D_RenderDrawLines;
renderer->RenderFillRects = D3D_RenderFillRects;
renderer->RenderCopy = D3D_RenderCopy;
renderer->RenderCopyEx = D3D_RenderCopyEx;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
window_flags = SDL_GetWindowFlags(window);
SDL_GetWindowSize(window, &w, &h);
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
SDL_zero(pparams);
pparams.hDeviceWindow = windowinfo.info.win.window;
pparams.BackBufferWidth = w;
pparams.BackBufferHeight = h;
if (window_flags & SDL_WINDOW_FULLSCREEN) {
pparams.BackBufferFormat =
PixelFormatToD3DFMT(fullscreen_mode.format);
} else {
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (window_flags & SDL_WINDOW_FULLSCREEN) {
Dec 31, 2012
Dec 31, 2012
551
552
553
554
if ( ( window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP ) == SDL_WINDOW_FULLSCREEN_DESKTOP ) {
pparams.Windowed = TRUE;
pparams.FullScreen_RefreshRateInHz = 0;
} else {
555
556
557
pparams.Windowed = FALSE;
pparams.FullScreen_RefreshRateInHz =
fullscreen_mode.refresh_rate;
Dec 31, 2012
Dec 31, 2012
558
}
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
} else {
pparams.Windowed = TRUE;
pparams.FullScreen_RefreshRateInHz = 0;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
/* FIXME: Which adapter? */
data->adapter = D3DADAPTER_DEFAULT;
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
pparams.hDeviceWindow,
D3DCREATE_FPU_PRESERVE | ((caps.
DevCaps &
D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
D3DCREATE_HARDWARE_VERTEXPROCESSING :
D3DCREATE_SOFTWARE_VERTEXPROCESSING),
&pparams, &data->device);
if (FAILED(result)) {
D3D_DestroyRenderer(renderer);
D3D_SetError("CreateDevice()", result);
return NULL;
}
data->beginScene = SDL_TRUE;
data->scaleMode = D3DTEXF_FORCE_DWORD;
/* Get presentation parameters to fill info */
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
if (FAILED(result)) {
D3D_DestroyRenderer(renderer);
D3D_SetError("GetSwapChain()", result);
return NULL;
}
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
if (FAILED(result)) {
IDirect3DSwapChain9_Release(chain);
D3D_DestroyRenderer(renderer);
D3D_SetError("GetPresentParameters()", result);
return NULL;
}
IDirect3DSwapChain9_Release(chain);
if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
data->pparams = pparams;
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
renderer->info.max_texture_width = caps.MaxTextureWidth;
renderer->info.max_texture_height = caps.MaxTextureHeight;
if (caps.NumSimultaneousRTs >= 2) {
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
/* Set up parameters for rendering */
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
/* 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);
/* 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);
/* Store the default render target */
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
data->currentRenderTarget = NULL;
/* Set an identity world and view matrix */
matrix.m[0][0] = 1.0f;
matrix.m[0][1] = 0.0f;
matrix.m[0][2] = 0.0f;
matrix.m[0][3] = 0.0f;
matrix.m[1][0] = 0.0f;
matrix.m[1][1] = 1.0f;
matrix.m[1][2] = 0.0f;
matrix.m[1][3] = 0.0f;
matrix.m[2][0] = 0.0f;
matrix.m[2][1] = 0.0f;
matrix.m[2][2] = 1.0f;
matrix.m[2][3] = 0.0f;
matrix.m[3][0] = 0.0f;
matrix.m[3][1] = 0.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
return renderer;
}
static void
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
data->updateSize = SDL_TRUE;
}
}
static D3DTEXTUREFILTERTYPE
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return D3DTEXF_POINT;
} else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
return D3DTEXF_LINEAR;
} else {
return D3DTEXF_ANISOTROPIC;
}
}
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *data;
D3DPOOL pool;
DWORD usage;
HRESULT result;
data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
data->scaleMode = GetScaleQuality();
texture->driverdata = data;
#ifdef USE_DYNAMIC_TEXTURE
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
} else
#endif
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
/* D3DPOOL_MANAGED does not work with D3DUSAGE_RENDERTARGET */
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_RENDERTARGET;
} else {
pool = D3DPOOL_MANAGED;
usage = 0;
}
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, usage,
PixelFormatToD3DFMT(texture->format),
pool, &data->texture, NULL);
if (FAILED(result)) {
D3D_SetError("CreateTexture()", result);
return -1;
}
return 0;
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
#ifdef USE_DYNAMIC_TEXTURE
if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
rect->x == 0 && rect->y == 0 &&
rect->w == texture->w && rect->h == texture->h) {
result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD);
} else
#endif
{
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
}
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
}
src = pixels;
dst = locked.pBits;
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
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;
}
}
IDirect3DTexture9_UnlockRect(data->texture, 0);
return 0;
}
static int
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
}
*pixels = locked.pBits;
*pitch = locked.Pitch;
return 0;
}
static void
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static int
D3D_UpdateViewport(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DVIEWPORT9 viewport;
D3DMATRIX matrix;
/* Set the viewport */
viewport.X = renderer->viewport.x;
viewport.Y = renderer->viewport.y;
viewport.Width = renderer->viewport.w;
viewport.Height = renderer->viewport.h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
/* Set an orthographic projection matrix */
matrix.m[0][0] = 2.0f / renderer->viewport.w;
matrix.m[0][1] = 0.0f;
matrix.m[0][2] = 0.0f;
matrix.m[0][3] = 0.0f;
matrix.m[1][0] = 0.0f;
matrix.m[1][1] = -2.0f / renderer->viewport.h;
matrix.m[1][2] = 0.0f;
matrix.m[1][3] = 0.0f;
matrix.m[2][0] = 0.0f;
matrix.m[2][1] = 0.0f;
matrix.m[2][2] = 1.0f;
matrix.m[2][3] = 0.0f;
matrix.m[3][0] = -1.0f;
matrix.m[3][1] = 1.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
return 0;
}
static int
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;
HRESULT result;
D3D_ActivateRenderer(renderer);
/* Release the previous render target if it wasn't the default one */
if (data->currentRenderTarget != NULL) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
if (texture == NULL) {
IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
return 0;
}
texturedata = (D3D_TextureData *) texture->driverdata;
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
if(FAILED(result)) {
D3D_SetError("GetSurfaceLevel()", result);
return -1;
}
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
if(FAILED(result)) {
D3D_SetError("SetRenderTarget()", result);
return -1;
}
return 0;
}
static int
D3D_RenderClear(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
HRESULT result;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
/* Don't reset the viewport if we don't have to! */
if (!renderer->viewport.x && !renderer->viewport.y &&
renderer->viewport.w == data->pparams.BackBufferWidth &&
renderer->viewport.h == data->pparams.BackBufferHeight) {
result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} else {
D3DVIEWPORT9 viewport;
/* Clear is defined to clear the entire render target */
viewport.X = 0;
viewport.Y = 0;
viewport.Width = data->pparams.BackBufferWidth;
viewport.Height = data->pparams.BackBufferHeight;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
/* Reset the viewport */
viewport.X = renderer->viewport.x;
viewport.Y = renderer->viewport.y;
viewport.Width = renderer->viewport.w;
viewport.Height = renderer->viewport.h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
}
if (FAILED(result)) {
D3D_SetError("Clear()", result);
return -1;
}
return 0;
}
static void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
{
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;
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;
}
}
static int
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
int count)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
DWORD color;
Vertex *vertices;
int i;
HRESULT result;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
D3D_SetBlendMode(data, renderer->blendMode);
result =
IDirect3DDevice9_SetTexture(data->device, 0,
(IDirect3DBaseTexture9 *) 0);
if (FAILED(result)) {
D3D_SetError("SetTexture()", result);