src/render/direct3d/SDL_render_d3d.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 01 Oct 2012 20:59:33 -0700
changeset 6528 e978048ced60
parent 6404 724e1fba7933
child 6782 582d35419e8a
permissions -rw-r--r--
Added SDL_RenderSetScale() and SDL_RenderGetScale()
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2012 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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        break;
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    case D3DERR_NOTAVAILABLE:
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        error = "NOTAVAILABLE";
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        break;
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    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@5297
   364
    result = IDirect3DDevice9_Reset(data->device, &data->pparams);
slouken@5297
   365
    if (FAILED(result)) {
slouken@5297
   366
        if (result == D3DERR_DEVICELOST) {
slouken@5297
   367
            /* Don't worry about it, we'll reset later... */
slouken@5297
   368
            return 0;
slouken@5297
   369
        } else {
slouken@5297
   370
            D3D_SetError("Reset()", result);
slouken@5297
   371
            return -1;
slouken@5297
   372
        }
slouken@5297
   373
    }
slouken@5297
   374
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
slouken@5297
   375
    IDirect3DDevice9_SetFVF(data->device,
slouken@5297
   376
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
slouken@5297
   377
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
slouken@5297
   378
                                    D3DCULL_NONE);
slouken@5297
   379
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
slouken@5297
   380
    return 0;
slouken@5297
   381
}
slouken@5297
   382
slouken@5297
   383
static int
slouken@5297
   384
D3D_ActivateRenderer(SDL_Renderer * renderer)
slouken@5297
   385
{
slouken@5297
   386
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   387
    HRESULT result;
slouken@5297
   388
slouken@5297
   389
    if (data->updateSize) {
slouken@5297
   390
        SDL_Window *window = renderer->window;
slouken@5297
   391
        int w, h;
slouken@5297
   392
slouken@5297
   393
        SDL_GetWindowSize(window, &w, &h);
slouken@5297
   394
        data->pparams.BackBufferWidth = w;
slouken@5297
   395
        data->pparams.BackBufferHeight = h;
slouken@5297
   396
        if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
slouken@5297
   397
            data->pparams.BackBufferFormat =
slouken@5297
   398
                PixelFormatToD3DFMT(SDL_GetWindowPixelFormat(window));
slouken@5297
   399
        } else {
slouken@5297
   400
            data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
slouken@5297
   401
        }
slouken@5297
   402
        if (D3D_Reset(renderer) < 0) {
slouken@5297
   403
            return -1;
slouken@5297
   404
        }
slouken@5297
   405
        D3D_UpdateViewport(renderer);
slouken@5297
   406
slouken@5297
   407
        data->updateSize = SDL_FALSE;
slouken@5297
   408
    }
slouken@5297
   409
    if (data->beginScene) {
slouken@5297
   410
        result = IDirect3DDevice9_BeginScene(data->device);
slouken@5297
   411
        if (result == D3DERR_DEVICELOST) {
slouken@5297
   412
            if (D3D_Reset(renderer) < 0) {
slouken@5297
   413
                return -1;
slouken@5297
   414
            }
slouken@5297
   415
            result = IDirect3DDevice9_BeginScene(data->device);
slouken@5297
   416
        }
slouken@5297
   417
        if (FAILED(result)) {
slouken@5297
   418
            D3D_SetError("BeginScene()", result);
slouken@5297
   419
            return -1;
slouken@5297
   420
        }
slouken@5297
   421
        data->beginScene = SDL_FALSE;
slouken@5297
   422
    }
slouken@5297
   423
    return 0;
slouken@5297
   424
}
slouken@5297
   425
slouken@1895
   426
SDL_Renderer *
slouken@1913
   427
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
slouken@1895
   428
{
slouken@1895
   429
    SDL_Renderer *renderer;
slouken@1913
   430
    D3D_RenderData *data;
slouken@5154
   431
    SDL_SysWMinfo windowinfo;
slouken@1900
   432
    HRESULT result;
slouken@1900
   433
    D3DPRESENT_PARAMETERS pparams;
slouken@1907
   434
    IDirect3DSwapChain9 *chain;
slouken@1925
   435
    D3DCAPS9 caps;
slouken@5156
   436
    Uint32 window_flags;
slouken@5156
   437
    int w, h;
slouken@5156
   438
    SDL_DisplayMode fullscreen_mode;
slouken@5297
   439
    D3DMATRIX matrix;
gabomdq@6320
   440
    int d3dxVersion;
gabomdq@6320
   441
	char d3dxDLLFile[50];
slouken@1895
   442
slouken@1920
   443
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
slouken@1895
   444
    if (!renderer) {
slouken@1895
   445
        SDL_OutOfMemory();
slouken@1895
   446
        return NULL;
slouken@1895
   447
    }
slouken@1895
   448
slouken@1920
   449
    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
slouken@1895
   450
    if (!data) {
slouken@5154
   451
        SDL_free(renderer);
slouken@1895
   452
        SDL_OutOfMemory();
slouken@1895
   453
        return NULL;
slouken@1895
   454
    }
slouken@1895
   455
slouken@5154
   456
    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
slouken@5154
   457
    if (data->d3dDLL) {
slouken@5154
   458
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
slouken@4569
   459
slouken@5154
   460
        D3DCreate =
slouken@5154
   461
            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
slouken@5154
   462
                                                            "Direct3DCreate9");
slouken@5154
   463
        if (D3DCreate) {
slouken@5154
   464
            data->d3d = D3DCreate(D3D_SDK_VERSION);
slouken@5154
   465
        }
slouken@5154
   466
        if (!data->d3d) {
slouken@5154
   467
            SDL_UnloadObject(data->d3dDLL);
slouken@5154
   468
            data->d3dDLL = NULL;
slouken@5154
   469
        }
gabomdq@6320
   470
gabomdq@6320
   471
        for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
gabomdq@6320
   472
            SDL_snprintf(d3dxDLLFile, 49, "D3DX9_%02d.dll", d3dxVersion);
gabomdq@6320
   473
            data->d3dxDLL = SDL_LoadObject(d3dxDLLFile);
gabomdq@6320
   474
            if (data->d3dxDLL) {
gabomdq@6320
   475
                HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK*  ppStack);
gabomdq@6320
   476
                D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
gabomdq@6320
   477
                if (D3DXCreateMatrixStack) {
gabomdq@6320
   478
                    D3DXCreateMatrixStack(0, &data->matrixStack);
gabomdq@6320
   479
                    break;
gabomdq@6320
   480
                }
gabomdq@6320
   481
            }
gabomdq@6320
   482
        }
gabomdq@6320
   483
gabomdq@6320
   484
        if (!data->matrixStack) {
gabomdq@6320
   485
            if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
gabomdq@6320
   486
        }
slouken@5154
   487
    }
gabomdq@6320
   488
gabomdq@6320
   489
gabomdq@6320
   490
    
gabomdq@6320
   491
    if (!data->d3d || !data->matrixStack) {
slouken@5154
   492
        SDL_free(renderer);
slouken@5154
   493
        SDL_free(data);
slouken@5154
   494
        SDL_SetError("Unable to create Direct3D interface");
slouken@5154
   495
        return NULL;
slouken@5154
   496
    }
slouken@5154
   497
slouken@5297
   498
    renderer->WindowEvent = D3D_WindowEvent;
slouken@1913
   499
    renderer->CreateTexture = D3D_CreateTexture;
slouken@1913
   500
    renderer->UpdateTexture = D3D_UpdateTexture;
slouken@1913
   501
    renderer->LockTexture = D3D_LockTexture;
slouken@1913
   502
    renderer->UnlockTexture = D3D_UnlockTexture;
slouken@6247
   503
    renderer->SetRenderTarget = D3D_SetRenderTarget;
slouken@5297
   504
    renderer->UpdateViewport = D3D_UpdateViewport;
slouken@5297
   505
    renderer->RenderClear = D3D_RenderClear;
slouken@3599
   506
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
slouken@3599
   507
    renderer->RenderDrawLines = D3D_RenderDrawLines;
slouken@3675
   508
    renderer->RenderFillRects = D3D_RenderFillRects;
slouken@1913
   509
    renderer->RenderCopy = D3D_RenderCopy;
gabomdq@6320
   510
    renderer->RenderCopyEx = D3D_RenderCopyEx;
slouken@3427
   511
    renderer->RenderReadPixels = D3D_RenderReadPixels;
slouken@1913
   512
    renderer->RenderPresent = D3D_RenderPresent;
slouken@1913
   513
    renderer->DestroyTexture = D3D_DestroyTexture;
slouken@1913
   514
    renderer->DestroyRenderer = D3D_DestroyRenderer;
slouken@1913
   515
    renderer->info = D3D_RenderDriver.info;
slouken@1895
   516
    renderer->driverdata = data;
slouken@1895
   517
slouken@6246
   518
    renderer->info.flags = SDL_RENDERER_ACCELERATED;
slouken@1895
   519
slouken@5154
   520
    SDL_VERSION(&windowinfo.version);
slouken@5154
   521
    SDL_GetWindowWMInfo(window, &windowinfo);
slouken@5154
   522
slouken@5156
   523
    window_flags = SDL_GetWindowFlags(window);
slouken@5156
   524
    SDL_GetWindowSize(window, &w, &h);
slouken@5156
   525
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);
slouken@5156
   526
slouken@1900
   527
    SDL_zero(pparams);
slouken@5154
   528
    pparams.hDeviceWindow = windowinfo.info.win.window;
slouken@5156
   529
    pparams.BackBufferWidth = w;
slouken@5156
   530
    pparams.BackBufferHeight = h;
slouken@5156
   531
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
slouken@1903
   532
        pparams.BackBufferFormat =
slouken@5156
   533
            PixelFormatToD3DFMT(fullscreen_mode.format);
slouken@1903
   534
    } else {
slouken@1903
   535
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
slouken@1903
   536
    }
slouken@5142
   537
    pparams.BackBufferCount = 1;
slouken@5142
   538
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
slouken@5142
   539
slouken@5156
   540
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
slouken@1900
   541
        pparams.Windowed = FALSE;
slouken@1903
   542
        pparams.FullScreen_RefreshRateInHz =
slouken@5156
   543
            fullscreen_mode.refresh_rate;
slouken@1900
   544
    } else {
slouken@1900
   545
        pparams.Windowed = TRUE;
slouken@1903
   546
        pparams.FullScreen_RefreshRateInHz = 0;
slouken@1900
   547
    }
slouken@1965
   548
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
slouken@1907
   549
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
slouken@1907
   550
    } else {
slouken@1907
   551
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
slouken@1907
   552
    }
slouken@1900
   553
slouken@5154
   554
    /* FIXME: Which adapter? */
slouken@5154
   555
    data->adapter = D3DADAPTER_DEFAULT;
slouken@5154
   556
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
slouken@3197
   557
slouken@5154
   558
    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
slouken@1900
   559
                                     D3DDEVTYPE_HAL,
slouken@5154
   560
                                     pparams.hDeviceWindow,
slouken@6115
   561
                                     D3DCREATE_FPU_PRESERVE | ((caps.
slouken@3197
   562
                                      DevCaps &
slouken@3197
   563
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
slouken@3197
   564
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
slouken@6115
   565
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING),
slouken@1900
   566
                                     &pparams, &data->device);
slouken@1900
   567
    if (FAILED(result)) {
slouken@1913
   568
        D3D_DestroyRenderer(renderer);
slouken@1900
   569
        D3D_SetError("CreateDevice()", result);
slouken@1900
   570
        return NULL;
slouken@1900
   571
    }
slouken@1900
   572
    data->beginScene = SDL_TRUE;
slouken@5484
   573
    data->scaleMode = D3DTEXF_FORCE_DWORD;
slouken@1900
   574
slouken@1907
   575
    /* Get presentation parameters to fill info */
slouken@1907
   576
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
slouken@1907
   577
    if (FAILED(result)) {
slouken@1913
   578
        D3D_DestroyRenderer(renderer);
slouken@1907
   579
        D3D_SetError("GetSwapChain()", result);
slouken@1907
   580
        return NULL;
slouken@1907
   581
    }
slouken@1907
   582
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
slouken@1907
   583
    if (FAILED(result)) {
slouken@1907
   584
        IDirect3DSwapChain9_Release(chain);
slouken@1913
   585
        D3D_DestroyRenderer(renderer);
slouken@1907
   586
        D3D_SetError("GetPresentParameters()", result);
slouken@1907
   587
        return NULL;
slouken@1907
   588
    }
slouken@1907
   589
    IDirect3DSwapChain9_Release(chain);
slouken@1907
   590
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
slouken@1965
   591
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
slouken@1907
   592
    }
slouken@1975
   593
    data->pparams = pparams;
slouken@1907
   594
slouken@1925
   595
    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
slouken@1925
   596
    renderer->info.max_texture_width = caps.MaxTextureWidth;
slouken@1925
   597
    renderer->info.max_texture_height = caps.MaxTextureHeight;
slouken@6246
   598
    if (caps.NumSimultaneousRTs >= 2) {
slouken@6246
   599
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
slouken@6246
   600
    }
slouken@1918
   601
slouken@1903
   602
    /* Set up parameters for rendering */
slouken@1904
   603
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
slouken@1987
   604
    IDirect3DDevice9_SetFVF(data->device,
slouken@5297
   605
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
slouken@1988
   606
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
slouken@1903
   607
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
slouken@1903
   608
                                    D3DCULL_NONE);
slouken@1904
   609
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
slouken@1988
   610
    /* Enable color modulation by diffuse color */
slouken@1988
   611
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
slouken@1988
   612
                                          D3DTOP_MODULATE);
slouken@1988
   613
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
slouken@1988
   614
                                          D3DTA_TEXTURE);
slouken@1988
   615
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
slouken@1988
   616
                                          D3DTA_DIFFUSE);
slouken@1988
   617
    /* Enable alpha modulation by diffuse alpha */
slouken@1988
   618
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
slouken@1988
   619
                                          D3DTOP_MODULATE);
slouken@1988
   620
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
slouken@1988
   621
                                          D3DTA_TEXTURE);
slouken@1988
   622
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
slouken@1988
   623
                                          D3DTA_DIFFUSE);
slouken@1991
   624
    /* Disable second texture stage, since we're done */
slouken@1991
   625
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
slouken@1991
   626
                                          D3DTOP_DISABLE);
slouken@1991
   627
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
slouken@1991
   628
                                          D3DTOP_DISABLE);
slouken@1903
   629
slouken@6232
   630
    /* Store the default render target */
slouken@6232
   631
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
slouken@6232
   632
    data->currentRenderTarget = NULL;
slouken@6232
   633
slouken@5297
   634
    /* Set an identity world and view matrix */
slouken@5297
   635
    matrix.m[0][0] = 1.0f;
slouken@5297
   636
    matrix.m[0][1] = 0.0f;
slouken@5297
   637
    matrix.m[0][2] = 0.0f;
slouken@5297
   638
    matrix.m[0][3] = 0.0f;
slouken@5297
   639
    matrix.m[1][0] = 0.0f;
slouken@5297
   640
    matrix.m[1][1] = 1.0f;
slouken@5297
   641
    matrix.m[1][2] = 0.0f;
slouken@5297
   642
    matrix.m[1][3] = 0.0f;
slouken@5297
   643
    matrix.m[2][0] = 0.0f;
slouken@5297
   644
    matrix.m[2][1] = 0.0f;
slouken@5297
   645
    matrix.m[2][2] = 1.0f;
slouken@5297
   646
    matrix.m[2][3] = 0.0f;
slouken@5297
   647
    matrix.m[3][0] = 0.0f;
slouken@5297
   648
    matrix.m[3][1] = 0.0f;
slouken@5297
   649
    matrix.m[3][2] = 0.0f;
slouken@5297
   650
    matrix.m[3][3] = 1.0f;
slouken@5297
   651
    IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
slouken@5297
   652
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
slouken@5297
   653
slouken@1895
   654
    return renderer;
slouken@1895
   655
}
slouken@1895
   656
slouken@5297
   657
static void
slouken@5297
   658
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
slouken@1975
   659
{
slouken@1975
   660
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1975
   661
slouken@5297
   662
    if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
slouken@5297
   663
        data->updateSize = SDL_TRUE;
slouken@1975
   664
    }
slouken@1975
   665
}
slouken@1975
   666
slouken@5484
   667
static D3DTEXTUREFILTERTYPE
slouken@5484
   668
GetScaleQuality(void)
slouken@5484
   669
{
slouken@5484
   670
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
slouken@5484
   671
slouken@5484
   672
    if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
slouken@5484
   673
        return D3DTEXF_POINT;
slouken@5484
   674
    } else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
slouken@5484
   675
        return D3DTEXF_LINEAR;
slouken@5484
   676
    } else {
slouken@5484
   677
        return D3DTEXF_ANISOTROPIC;
slouken@5484
   678
    }
slouken@5484
   679
}
slouken@5484
   680
slouken@1975
   681
static int
slouken@1913
   682
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
   683
{
icculus@6404
   684
    D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
slouken@1913
   685
    D3D_TextureData *data;
slouken@5173
   686
    D3DPOOL pool;
slouken@5173
   687
    DWORD usage;
slouken@1903
   688
    HRESULT result;
slouken@1895
   689
slouken@1920
   690
    data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
slouken@1895
   691
    if (!data) {
slouken@1895
   692
        SDL_OutOfMemory();
slouken@1895
   693
        return -1;
slouken@1895
   694
    }
slouken@5484
   695
    data->scaleMode = GetScaleQuality();
slouken@1895
   696
slouken@1895
   697
    texture->driverdata = data;
slouken@1895
   698
slouken@5173
   699
#ifdef USE_DYNAMIC_TEXTURE
slouken@5173
   700
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5173
   701
        pool = D3DPOOL_DEFAULT;
slouken@5173
   702
        usage = D3DUSAGE_DYNAMIC;
slouken@5173
   703
    } else
slouken@5173
   704
#endif
slouken@6232
   705
    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
slouken@6246
   706
        /* D3DPOOL_MANAGED does not work with D3DUSAGE_RENDERTARGET */
slouken@6246
   707
        pool = D3DPOOL_DEFAULT;
slouken@6232
   708
        usage = D3DUSAGE_RENDERTARGET;
slouken@6246
   709
    } else {
slouken@5173
   710
        pool = D3DPOOL_MANAGED;
slouken@5173
   711
        usage = 0;
slouken@5173
   712
    }
slouken@2973
   713
slouken@1903
   714
    result =
slouken@1903
   715
        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
slouken@5173
   716
                                       texture->h, 1, usage,
slouken@5173
   717
                                       PixelFormatToD3DFMT(texture->format),
slouken@5173
   718
                                       pool, &data->texture, NULL);
slouken@1903
   719
    if (FAILED(result)) {
slouken@1903
   720
        D3D_SetError("CreateTexture()", result);
slouken@1903
   721
        return -1;
slouken@1903
   722
    }
slouken@1903
   723
slouken@1895
   724
    return 0;
slouken@1895
   725
}
slouken@1895
   726
slouken@1895
   727
static int
slouken@1913
   728
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@1913
   729
                  const SDL_Rect * rect, const void *pixels, int pitch)
slouken@1895
   730
{
slouken@1913
   731
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@5156
   732
    RECT d3drect;
slouken@5156
   733
    D3DLOCKED_RECT locked;
slouken@5156
   734
    const Uint8 *src;
slouken@5156
   735
    Uint8 *dst;
slouken@5156
   736
    int row, length;
slouken@5156
   737
    HRESULT result;
slouken@2973
   738
slouken@5173
   739
#ifdef USE_DYNAMIC_TEXTURE
slouken@5173
   740
    if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
slouken@5173
   741
        rect->x == 0 && rect->y == 0 &&
slouken@5173
   742
        rect->w == texture->w && rect->h == texture->h) {
slouken@5194
   743
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD);
slouken@5173
   744
    } else
slouken@5173
   745
#endif
slouken@5173
   746
    {
slouken@5173
   747
        d3drect.left = rect->x;
slouken@5173
   748
        d3drect.right = rect->x + rect->w;
slouken@5173
   749
        d3drect.top = rect->y;
slouken@5173
   750
        d3drect.bottom = rect->y + rect->h;
slouken@5194
   751
        result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
slouken@5156
   752
    }
slouken@2973
   753
slouken@5156
   754
    if (FAILED(result)) {
slouken@5156
   755
        D3D_SetError("LockRect()", result);
slouken@5156
   756
        return -1;
slouken@5156
   757
    }
slouken@2973
   758
slouken@5156
   759
    src = pixels;
slouken@5156
   760
    dst = locked.pBits;
slouken@5156
   761
    length = rect->w * SDL_BYTESPERPIXEL(texture->format);
slouken@5173
   762
    if (length == pitch && length == locked.Pitch) {
slouken@5173
   763
        SDL_memcpy(dst, src, length*rect->h);
slouken@5173
   764
    } else {
slouken@5173
   765
        for (row = 0; row < rect->h; ++row) {
slouken@5173
   766
            SDL_memcpy(dst, src, length);
slouken@5173
   767
            src += pitch;
slouken@5173
   768
            dst += locked.Pitch;
slouken@5173
   769
        }
slouken@5156
   770
    }
slouken@5156
   771
    IDirect3DTexture9_UnlockRect(data->texture, 0);
slouken@2973
   772
slouken@5156
   773
    return 0;
slouken@1895
   774
}
slouken@1895
   775
slouken@1895
   776
static int
slouken@1913
   777
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5156
   778
                const SDL_Rect * rect, void **pixels, int *pitch)
slouken@1895
   779
{
slouken@1913
   780
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@5156
   781
    RECT d3drect;
slouken@5156
   782
    D3DLOCKED_RECT locked;
slouken@5156
   783
    HRESULT result;
slouken@1895
   784
slouken@5156
   785
    d3drect.left = rect->x;
slouken@5156
   786
    d3drect.right = rect->x + rect->w;
slouken@5156
   787
    d3drect.top = rect->y;
slouken@5156
   788
    d3drect.bottom = rect->y + rect->h;
slouken@1903
   789
slouken@5156
   790
    result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
slouken@5156
   791
    if (FAILED(result)) {
slouken@5156
   792
        D3D_SetError("LockRect()", result);
slouken@5156
   793
        return -1;
slouken@1903
   794
    }
slouken@5156
   795
    *pixels = locked.pBits;
slouken@5156
   796
    *pitch = locked.Pitch;
slouken@5156
   797
    return 0;
slouken@1895
   798
}
slouken@1895
   799
slouken@1895
   800
static void
slouken@1913
   801
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
   802
{
slouken@1913
   803
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@1895
   804
slouken@5156
   805
    IDirect3DTexture9_UnlockRect(data->texture, 0);
slouken@1895
   806
}
slouken@1895
   807
slouken@5297
   808
static int
slouken@5297
   809
D3D_UpdateViewport(SDL_Renderer * renderer)
slouken@5224
   810
{
slouken@5224
   811
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   812
    D3DVIEWPORT9 viewport;
slouken@5297
   813
    D3DMATRIX matrix;
slouken@5224
   814
slouken@5297
   815
    /* Set the viewport */
slouken@5297
   816
    viewport.X = renderer->viewport.x;
slouken@5297
   817
    viewport.Y = renderer->viewport.y;
slouken@5297
   818
    viewport.Width = renderer->viewport.w;
slouken@5297
   819
    viewport.Height = renderer->viewport.h;
slouken@5297
   820
    viewport.MinZ = 0.0f;
slouken@5297
   821
    viewport.MaxZ = 1.0f;
slouken@5297
   822
    IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5224
   823
slouken@5297
   824
    /* Set an orthographic projection matrix */
slouken@5297
   825
    matrix.m[0][0] = 2.0f / renderer->viewport.w;
slouken@5297
   826
    matrix.m[0][1] = 0.0f;
slouken@5297
   827
    matrix.m[0][2] = 0.0f;
slouken@5297
   828
    matrix.m[0][3] = 0.0f;
slouken@5297
   829
    matrix.m[1][0] = 0.0f;
slouken@5297
   830
    matrix.m[1][1] = -2.0f / renderer->viewport.h;
slouken@5297
   831
    matrix.m[1][2] = 0.0f;
slouken@5297
   832
    matrix.m[1][3] = 0.0f;
slouken@5297
   833
    matrix.m[2][0] = 0.0f;
slouken@5297
   834
    matrix.m[2][1] = 0.0f;
slouken@5297
   835
    matrix.m[2][2] = 1.0f;
slouken@5297
   836
    matrix.m[2][3] = 0.0f;
slouken@5297
   837
    matrix.m[3][0] = -1.0f;
slouken@5297
   838
    matrix.m[3][1] = 1.0f;
slouken@5297
   839
    matrix.m[3][2] = 0.0f;
slouken@5297
   840
    matrix.m[3][3] = 1.0f;
slouken@5297
   841
    IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
slouken@5297
   842
slouken@5297
   843
    return 0;
slouken@5297
   844
}
slouken@5297
   845
slouken@5297
   846
static int
slouken@6247
   847
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@6246
   848
{
slouken@6246
   849
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@6246
   850
    D3D_TextureData *texturedata;
slouken@6246
   851
    HRESULT result;
slouken@6246
   852
slouken@6246
   853
    D3D_ActivateRenderer(renderer);
slouken@6246
   854
slouken@6246
   855
    /* Release the previous render target if it wasn't the default one */
slouken@6246
   856
    if (data->currentRenderTarget != NULL) {
slouken@6246
   857
        IDirect3DSurface9_Release(data->currentRenderTarget);
slouken@6246
   858
        data->currentRenderTarget = NULL;
slouken@6246
   859
    }
slouken@6246
   860
slouken@6246
   861
    if (texture == NULL) {
slouken@6246
   862
        IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
slouken@6246
   863
        return 0;
slouken@6246
   864
    }
slouken@6246
   865
slouken@6246
   866
    texturedata = (D3D_TextureData *) texture->driverdata;
slouken@6246
   867
    result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
slouken@6246
   868
    if(FAILED(result)) {
slouken@6246
   869
        D3D_SetError("GetSurfaceLevel()", result);
slouken@6246
   870
        return -1;
slouken@6246
   871
    }
slouken@6246
   872
    result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
slouken@6246
   873
    if(FAILED(result)) {
slouken@6246
   874
        D3D_SetError("SetRenderTarget()", result);
slouken@6246
   875
        return -1;
slouken@6246
   876
    }
slouken@6246
   877
slouken@6246
   878
    return 0;
slouken@6246
   879
}
slouken@6246
   880
slouken@6246
   881
static int
slouken@5297
   882
D3D_RenderClear(SDL_Renderer * renderer)
slouken@5297
   883
{
slouken@5297
   884
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@5297
   885
    DWORD color;
slouken@5297
   886
    HRESULT result;
slouken@5297
   887
slouken@5297
   888
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
   889
        return -1;
slouken@5224
   890
    }
slouken@5297
   891
slouken@5297
   892
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@5297
   893
slouken@5299
   894
    /* Don't reset the viewport if we don't have to! */
slouken@5299
   895
    if (!renderer->viewport.x && !renderer->viewport.y &&
slouken@5299
   896
        renderer->viewport.w == data->pparams.BackBufferWidth &&
slouken@5299
   897
        renderer->viewport.h == data->pparams.BackBufferHeight) {
slouken@5299
   898
        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
slouken@5299
   899
    } else {
slouken@5299
   900
        D3DVIEWPORT9 viewport;
slouken@5297
   901
slouken@5299
   902
        /* Clear is defined to clear the entire render target */
slouken@5299
   903
        viewport.X = 0;
slouken@5299
   904
        viewport.Y = 0;
slouken@5299
   905
        viewport.Width = data->pparams.BackBufferWidth;
slouken@5299
   906
        viewport.Height = data->pparams.BackBufferHeight;
slouken@5299
   907
        viewport.MinZ = 0.0f;
slouken@5299
   908
        viewport.MaxZ = 1.0f;
slouken@5299
   909
        IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5299
   910
slouken@5299
   911
        result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
slouken@5299
   912
slouken@5299
   913
        /* Reset the viewport */
slouken@5299
   914
        viewport.X = renderer->viewport.x;
slouken@5299
   915
        viewport.Y = renderer->viewport.y;
slouken@5299
   916
        viewport.Width = renderer->viewport.w;
slouken@5299
   917
        viewport.Height = renderer->viewport.h;
slouken@5299
   918
        viewport.MinZ = 0.0f;
slouken@5299
   919
        viewport.MaxZ = 1.0f;
slouken@5299
   920
        IDirect3DDevice9_SetViewport(data->device, &viewport);
slouken@5299
   921
    }
slouken@5297
   922
slouken@5297
   923
    if (FAILED(result)) {
slouken@5297
   924
        D3D_SetError("Clear()", result);
slouken@5297
   925
        return -1;
slouken@5297
   926
    }
slouken@5297
   927
    return 0;
slouken@5224
   928
}
slouken@5224
   929
slouken@5224
   930
static void
slouken@2933
   931
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
slouken@2932
   932
{
slouken@2932
   933
    switch (blendMode) {
slouken@2932
   934
    case SDL_BLENDMODE_NONE:
slouken@2932
   935
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   936
                                        FALSE);
slouken@2932
   937
        break;
slouken@2932
   938
    case SDL_BLENDMODE_BLEND:
slouken@2932
   939
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   940
                                        TRUE);
slouken@2932
   941
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@2932
   942
                                        D3DBLEND_SRCALPHA);
slouken@2932
   943
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@2932
   944
                                        D3DBLEND_INVSRCALPHA);
slouken@2932
   945
        break;
slouken@2932
   946
    case SDL_BLENDMODE_ADD:
slouken@2932
   947
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@2932
   948
                                        TRUE);
slouken@2932
   949
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@2932
   950
                                        D3DBLEND_SRCALPHA);
slouken@2932
   951
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@2932
   952
                                        D3DBLEND_ONE);
slouken@2932
   953
        break;
slouken@5184
   954
    case SDL_BLENDMODE_MOD:
slouken@5184
   955
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE,
slouken@5184
   956
                                        TRUE);
slouken@5184
   957
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
slouken@5184
   958
                                        D3DBLEND_ZERO);
slouken@5184
   959
        IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
slouken@5184
   960
                                        D3DBLEND_SRCCOLOR);
slouken@5184
   961
        break;
slouken@2932
   962
    }
slouken@2932
   963
}
slouken@2932
   964
slouken@1895
   965
static int
slouken@6528
   966
D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
slouken@3599
   967
                     int count)
slouken@1895
   968
{
slouken@1913
   969
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@2932
   970
    DWORD color;
slouken@3536
   971
    Vertex *vertices;
slouken@3536
   972
    int i;
slouken@1900
   973
    HRESULT result;
slouken@1895
   974
slouken@5297
   975
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
   976
        return -1;
slouken@1900
   977
    }
slouken@1895
   978
slouken@2932
   979
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
   980
slouken@2933
   981
    result =
slouken@2933
   982
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
   983
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
   984
    if (FAILED(result)) {
slouken@2932
   985
        D3D_SetError("SetTexture()", result);
slouken@2932
   986
        return -1;
slouken@2932
   987
    }
slouken@3536
   988
slouken@3536
   989
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
   990
slouken@3536
   991
    vertices = SDL_stack_alloc(Vertex, count);
slouken@3536
   992
    for (i = 0; i < count; ++i) {
slouken@6528
   993
        vertices[i].x = points[i].x;
slouken@6528
   994
        vertices[i].y = points[i].y;
slouken@3536
   995
        vertices[i].z = 0.0f;
slouken@3536
   996
        vertices[i].color = color;
slouken@3536
   997
        vertices[i].u = 0.0f;
slouken@3536
   998
        vertices[i].v = 0.0f;
slouken@3536
   999
    }
slouken@1903
  1000
    result =
slouken@3536
  1001
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count,
slouken@2932
  1002
                                         vertices, sizeof(*vertices));
slouken@3536
  1003
    SDL_stack_free(vertices);
slouken@1900
  1004
    if (FAILED(result)) {
slouken@2932
  1005
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@2932
  1006
        return -1;
slouken@2932
  1007
    }
slouken@2932
  1008
    return 0;
slouken@2932
  1009
}
slouken@2932
  1010
slouken@2932
  1011
static int
slouken@6528
  1012
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
slouken@3599
  1013
                    int count)
slouken@2932
  1014
{
slouken@2932
  1015
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@2932
  1016
    DWORD color;
slouken@3536
  1017
    Vertex *vertices;
slouken@3536
  1018
    int i;
slouken@2932
  1019
    HRESULT result;
slouken@2932
  1020
slouken@5297
  1021
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1022
        return -1;
slouken@2932
  1023
    }
slouken@2932
  1024
slouken@2932
  1025
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
  1026
slouken@2933
  1027
    result =
slouken@2933
  1028
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
  1029
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
  1030
    if (FAILED(result)) {
slouken@2932
  1031
        D3D_SetError("SetTexture()", result);
slouken@2932
  1032
        return -1;
slouken@2932
  1033
    }
slouken@3536
  1034
slouken@3536
  1035
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
  1036
slouken@3536
  1037
    vertices = SDL_stack_alloc(Vertex, count);
slouken@3536
  1038
    for (i = 0; i < count; ++i) {
slouken@6528
  1039
        vertices[i].x = points[i].x;
slouken@6528
  1040
        vertices[i].y = points[i].y;
slouken@3536
  1041
        vertices[i].z = 0.0f;
slouken@3536
  1042
        vertices[i].color = color;
slouken@3536
  1043
        vertices[i].u = 0.0f;
slouken@3536
  1044
        vertices[i].v = 0.0f;
slouken@3536
  1045
    }
slouken@2932
  1046
    result =
slouken@3551
  1047
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
slouken@2932
  1048
                                         vertices, sizeof(*vertices));
slouken@3551
  1049
slouken@3551
  1050
    /* DirectX 9 has the same line rasterization semantics as GDI,
slouken@3551
  1051
       so we need to close the endpoint of the line */
slouken@6076
  1052
    if (count == 2 ||
slouken@6076
  1053
        points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
slouken@6528
  1054
        vertices[0].x = points[count-1].x;
slouken@6528
  1055
        vertices[0].y = points[count-1].y;
slouken@3551
  1056
        result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
slouken@3551
  1057
    }
slouken@3551
  1058
slouken@3536
  1059
    SDL_stack_free(vertices);
slouken@2932
  1060
    if (FAILED(result)) {
slouken@2932
  1061
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@2932
  1062
        return -1;
slouken@2932
  1063
    }
slouken@2932
  1064
    return 0;
slouken@2932
  1065
}
slouken@2932
  1066
slouken@2932
  1067
static int
slouken@6528
  1068
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
slouken@3599
  1069
                    int count)
slouken@2932
  1070
{
slouken@2932
  1071
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@3536
  1072
    DWORD color;
slouken@3536
  1073
    int i;
slouken@2932
  1074
    float minx, miny, maxx, maxy;
slouken@2932
  1075
    Vertex vertices[4];
slouken@2932
  1076
    HRESULT result;
slouken@2932
  1077
slouken@5297
  1078
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1079
        return -1;
slouken@2932
  1080
    }
slouken@2932
  1081
slouken@2932
  1082
    D3D_SetBlendMode(data, renderer->blendMode);
slouken@2932
  1083
slouken@2933
  1084
    result =
slouken@2933
  1085
        IDirect3DDevice9_SetTexture(data->device, 0,
slouken@2933
  1086
                                    (IDirect3DBaseTexture9 *) 0);
slouken@2932
  1087
    if (FAILED(result)) {
slouken@2932
  1088
        D3D_SetError("SetTexture()", result);
slouken@2932
  1089
        return -1;
slouken@2932
  1090
    }
slouken@3536
  1091
slouken@3536
  1092
    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
slouken@3536
  1093
slouken@3536
  1094
    for (i = 0; i < count; ++i) {
slouken@6528
  1095
        const SDL_FRect *rect = &rects[i];
slouken@3536
  1096
slouken@6528
  1097
        minx = rect->x;
slouken@6528
  1098
        miny = rect->y;
slouken@6528
  1099
        maxx = rect->x + rect->w;
slouken@6528
  1100
        maxy = rect->y + rect->h;
slouken@3536
  1101
slouken@3536
  1102
        vertices[0].x = minx;
slouken@3536
  1103
        vertices[0].y = miny;
slouken@3536
  1104
        vertices[0].z = 0.0f;
slouken@3536
  1105
        vertices[0].color = color;
slouken@3536
  1106
        vertices[0].u = 0.0f;
slouken@3536
  1107
        vertices[0].v = 0.0f;
slouken@3536
  1108
slouken@3536
  1109
        vertices[1].x = maxx;
slouken@3536
  1110
        vertices[1].y = miny;
slouken@3536
  1111
        vertices[1].z = 0.0f;
slouken@3536
  1112
        vertices[1].color = color;
slouken@3536
  1113
        vertices[1].u = 0.0f;
slouken@3536
  1114
        vertices[1].v = 0.0f;
slouken@3536
  1115
slouken@3536
  1116
        vertices[2].x = maxx;
slouken@3536
  1117
        vertices[2].y = maxy;
slouken@3536
  1118
        vertices[2].z = 0.0f;
slouken@3536
  1119
        vertices[2].color = color;
slouken@3536
  1120
        vertices[2].u = 0.0f;
slouken@3536
  1121
        vertices[2].v = 0.0f;
slouken@3536
  1122
slouken@3536
  1123
        vertices[3].x = minx;
slouken@3536
  1124
        vertices[3].y = maxy;
slouken@3536
  1125
        vertices[3].z = 0.0f;
slouken@3536
  1126
        vertices[3].color = color;
slouken@3536
  1127
        vertices[3].u = 0.0f;
slouken@3536
  1128
        vertices[3].v = 0.0f;
slouken@3536
  1129
slouken@3536
  1130
        result =
slouken@3536
  1131
            IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN,
slouken@3536
  1132
                                             2, vertices, sizeof(*vertices));
slouken@3536
  1133
        if (FAILED(result)) {
slouken@3536
  1134
            D3D_SetError("DrawPrimitiveUP()", result);
slouken@3536
  1135
            return -1;
slouken@3536
  1136
        }
slouken@1900
  1137
    }
slouken@1895
  1138
    return 0;
slouken@1895
  1139
}
slouken@1895
  1140
slouken@1895
  1141
static int
slouken@1913
  1142
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@6528
  1143
               const SDL_Rect * srcrect, const SDL_FRect * dstrect)
slouken@1895
  1144
{
slouken@1913
  1145
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1913
  1146
    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
slouken@3556
  1147
    LPDIRECT3DPIXELSHADER9 shader = NULL;
slouken@1903
  1148
    float minx, miny, maxx, maxy;
slouken@1904
  1149
    float minu, maxu, minv, maxv;
slouken@1987
  1150
    DWORD color;
slouken@1903
  1151
    Vertex vertices[4];
slouken@1903
  1152
    HRESULT result;
slouken@1895
  1153
slouken@5297
  1154
    if (D3D_ActivateRenderer(renderer) < 0) {
slouken@5297
  1155
        return -1;
slouken@1900
  1156
    }
slouken@1903
  1157
slouken@6528
  1158
    minx = dstrect->x - 0.5f;
slouken@6528
  1159
    miny = dstrect->y - 0.5f;
slouken@6528
  1160
    maxx = dstrect->x + dstrect->w - 0.5f;
slouken@6528
  1161
    maxy = dstrect->y + dstrect->h - 0.5f;
slouken@1903
  1162
slouken@1904
  1163
    minu = (float) srcrect->x / texture->w;
slouken@1904
  1164
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
slouken@1904
  1165
    minv = (float) srcrect->y / texture->h;
slouken@1904
  1166
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;
slouken@1903
  1167
slouken@1987
  1168
    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
slouken@1987
  1169
slouken@1903
  1170
    vertices[0].x = minx;
slouken@1903
  1171
    vertices[0].y = miny;
slouken@1903
  1172
    vertices[0].z = 0.0f;
slouken@1987
  1173
    vertices[0].color = color;
slouken@1904
  1174
    vertices[0].u = minu;
slouken@1904
  1175
    vertices[0].v = minv;
slouken@1904
  1176
slouken@1903
  1177
    vertices[1].x = maxx;
slouken@1903
  1178
    vertices[1].y = miny;
slouken@1903
  1179
    vertices[1].z = 0.0f;
slouken@1987
  1180
    vertices[1].color = color;
slouken@1904
  1181
    vertices[1].u = maxu;
slouken@1904
  1182
    vertices[1].v = minv;
slouken@1904
  1183
slouken@1903
  1184
    vertices[2].x = maxx;
slouken@1903
  1185
    vertices[2].y = maxy;
slouken@1903
  1186
    vertices[2].z = 0.0f;
slouken@1987
  1187
    vertices[2].color = color;
slouken@1904
  1188
    vertices[2].u = maxu;
slouken@1904
  1189
    vertices[2].v = maxv;
slouken@1904
  1190
slouken@1903
  1191
    vertices[3].x = minx;
slouken@1903
  1192
    vertices[3].y = maxy;
slouken@1903
  1193
    vertices[3].z = 0.0f;
slouken@1987
  1194
    vertices[3].color = color;
slouken@1904
  1195
    vertices[3].u = minu;
slouken@1904
  1196
    vertices[3].v = maxv;
slouken@1903
  1197
slouken@2932
  1198
    D3D_SetBlendMode(data, texture->blendMode);
slouken@1916
  1199
slouken@5484
  1200
    if (texturedata->scaleMode != data->scaleMode) {
slouken@5484
  1201
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
slouken@5484
  1202
                                         texturedata->scaleMode);
slouken@5484
  1203
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
slouken@5484
  1204
                                         texturedata->scaleMode);
slouken@5484
  1205
        data->scaleMode = texturedata->scaleMode;
slouken@5484
  1206
    }
slouken@1917
  1207
slouken@1903
  1208
    result =
slouken@2735
  1209
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
slouken@2735
  1210
                                    texturedata->texture);
slouken@1903
  1211
    if (FAILED(result)) {
slouken@1903
  1212
        D3D_SetError("SetTexture()", result);
slouken@1903
  1213
        return -1;
slouken@1903
  1214
    }
slouken@3556
  1215
    if (shader) {
slouken@3556
  1216
        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
slouken@3556
  1217
        if (FAILED(result)) {
slouken@3556
  1218
            D3D_SetError("SetShader()", result);
slouken@3556
  1219
            return -1;
slouken@3556
  1220
        }
slouken@3556
  1221
    }
slouken@1903
  1222
    result =
slouken@1903
  1223
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
slouken@1903
  1224
                                         vertices, sizeof(*vertices));
slouken@1903
  1225
    if (FAILED(result)) {
slouken@1903
  1226
        D3D_SetError("DrawPrimitiveUP()", result);
slouken@1903
  1227
        return -1;
slouken@1903
  1228
    }
slouken@3556
  1229
    if (shader) {
slouken@3556
  1230
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
slouken@3556
  1231
        if (FAILED(result)) {
slouken@3556
  1232
            D3D_SetError("SetShader()", result);
slouken@3556
  1233
            return -1;
slouken@3556
  1234
        }
slouken@3556
  1235
    }
slouken@1895
  1236
    return 0;
slouken@1895
  1237
}
slouken@1895
  1238
gabomdq@6320
  1239
gabomdq@6320
  1240
static int
gabomdq@6320
  1241
D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@6528
  1242
               const SDL_Rect * srcrect, const SDL_FRect * dstrect,
slouken@6528
  1243
               const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
gabomdq@6320
  1244
{
gabomdq@6320
  1245
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
gabomdq@6320
  1246
    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
gabomdq@6320
  1247
    LPDIRECT3DPIXELSHADER9 shader = NULL;
gabomdq@6320
  1248
    float minx, miny, maxx, maxy;
gabomdq@6320
  1249
    float minu, maxu, minv, maxv;
gabomdq@6320
  1250
    float centerx, centery;
gabomdq@6320
  1251
    DWORD color;
gabomdq@6320
  1252
    Vertex vertices[4];
gabomdq@6320
  1253
    HRESULT result;
gabomdq@6320
  1254
gabomdq@6320
  1255
    if (D3D_ActivateRenderer(renderer) < 0) {
gabomdq@6320
  1256
        return -1;
gabomdq@6320
  1257
    }
gabomdq@6320
  1258
slouken@6528
  1259
    centerx = center->x;
slouken@6528
  1260
    centery = center->y;
gabomdq@6320
  1261
gabomdq@6320
  1262
    if (flip & SDL_FLIP_HORIZONTAL) {
slouken@6528
  1263
        minx = dstrect->w - centerx - 0.5f;
slouken@6528
  1264
        maxx = -centerx - 0.5f;
gabomdq@6320
  1265
    }
gabomdq@6320
  1266
    else {
slouken@6528
  1267
        minx = -centerx - 0.5f;
slouken@6528
  1268
        maxx = dstrect->w - centerx - 0.5f;
gabomdq@6320
  1269
    }
gabomdq@6320
  1270
gabomdq@6320
  1271
    if (flip & SDL_FLIP_VERTICAL) {
slouken@6528
  1272
        miny = dstrect->h - centery - 0.5f;
slouken@6528
  1273
        maxy = -centery - 0.5f;
gabomdq@6320
  1274
    }
gabomdq@6320
  1275
    else {
slouken@6528
  1276
        miny = -centery - 0.5f;
slouken@6528
  1277
        maxy = dstrect->h - centery - 0.5f;
gabomdq@6320
  1278
    }
gabomdq@6320
  1279
gabomdq@6320
  1280
    minu = (float) srcrect->x / texture->w;
gabomdq@6320
  1281
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
gabomdq@6320
  1282
    minv = (float) srcrect->y / texture->h;
gabomdq@6320
  1283
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;
gabomdq@6320
  1284
gabomdq@6320
  1285
    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
gabomdq@6320
  1286
gabomdq@6320
  1287
    vertices[0].x = minx;
gabomdq@6320
  1288
    vertices[0].y = miny;
gabomdq@6320
  1289
    vertices[0].z = 0.0f;
gabomdq@6320
  1290
    vertices[0].color = color;
gabomdq@6320
  1291
    vertices[0].u = minu;
gabomdq@6320
  1292
    vertices[0].v = minv;
gabomdq@6320
  1293
gabomdq@6320
  1294
    vertices[1].x = maxx;
gabomdq@6320
  1295
    vertices[1].y = miny;
gabomdq@6320
  1296
    vertices[1].z = 0.0f;
gabomdq@6320
  1297
    vertices[1].color = color;
gabomdq@6320
  1298
    vertices[1].u = maxu;
gabomdq@6320
  1299
    vertices[1].v = minv;
gabomdq@6320
  1300
gabomdq@6320
  1301
    vertices[2].x = maxx;
gabomdq@6320
  1302
    vertices[2].y = maxy;
gabomdq@6320
  1303
    vertices[2].z = 0.0f;
gabomdq@6320
  1304
    vertices[2].color = color;
gabomdq@6320
  1305
    vertices[2].u = maxu;
gabomdq@6320
  1306
    vertices[2].v = maxv;
gabomdq@6320
  1307
gabomdq@6320
  1308
    vertices[3].x = minx;
gabomdq@6320
  1309
    vertices[3].y = maxy;
gabomdq@6320
  1310
    vertices[3].z = 0.0f;
gabomdq@6320
  1311
    vertices[3].color = color;
gabomdq@6320
  1312
    vertices[3].u = minu;
gabomdq@6320
  1313
    vertices[3].v = maxv;
gabomdq@6320
  1314
gabomdq@6320
  1315
    D3D_SetBlendMode(data, texture->blendMode);
gabomdq@6320
  1316
gabomdq@6320
  1317
    // Rotate and translate
gabomdq@6320
  1318
    ID3DXMatrixStack_Push(data->matrixStack);
gabomdq@6320
  1319
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
slouken@6332
  1320
    ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
gabomdq@6320
  1321
    ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
gabomdq@6320
  1322
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
gabomdq@6320
  1323
gabomdq@6320
  1324
    if (texturedata->scaleMode != data->scaleMode) {
gabomdq@6320
  1325
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
gabomdq@6320
  1326
                                         texturedata->scaleMode);
gabomdq@6320
  1327
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
gabomdq@6320
  1328
                                         texturedata->scaleMode);
gabomdq@6320
  1329
        data->scaleMode = texturedata->scaleMode;
gabomdq@6320
  1330
    }
gabomdq@6320
  1331
gabomdq@6320
  1332
    result =
gabomdq@6320
  1333
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
gabomdq@6320
  1334
                                    texturedata->texture);
gabomdq@6320
  1335
    if (FAILED(result)) {
gabomdq@6320
  1336
        D3D_SetError("SetTexture()", result);
gabomdq@6320
  1337
        return -1;
gabomdq@6320
  1338
    }
gabomdq@6320
  1339
    if (shader) {
gabomdq@6320
  1340
        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
gabomdq@6320
  1341
        if (FAILED(result)) {
gabomdq@6320
  1342
            D3D_SetError("SetShader()", result);
gabomdq@6320
  1343
            return -1;
gabomdq@6320
  1344
        }
gabomdq@6320
  1345
    }
gabomdq@6320
  1346
    result =
gabomdq@6320
  1347
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
gabomdq@6320
  1348
                                         vertices, sizeof(*vertices));
gabomdq@6320
  1349
    if (FAILED(result)) {
gabomdq@6320
  1350
        D3D_SetError("DrawPrimitiveUP()", result);
gabomdq@6320
  1351
        return -1;
gabomdq@6320
  1352
    }
gabomdq@6320
  1353
    if (shader) {
gabomdq@6320
  1354
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
gabomdq@6320
  1355
        if (FAILED(result)) {
gabomdq@6320
  1356
            D3D_SetError("SetShader()", result);
gabomdq@6320
  1357
            return -1;
gabomdq@6320
  1358
        }
gabomdq@6320
  1359
    }
gabomdq@6320
  1360
    ID3DXMatrixStack_Pop(data->matrixStack);
gabomdq@6320
  1361
    ID3DXMatrixStack_Push(data->matrixStack);
gabomdq@6320
  1362
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
gabomdq@6320
  1363
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
gabomdq@6320
  1364
    ID3DXMatrixStack_Pop(data->matrixStack);
gabomdq@6320
  1365
    return 0;
gabomdq@6320
  1366
}
gabomdq@6320
  1367
slouken@3427
  1368
static int
slouken@3427
  1369
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@3480
  1370
                     Uint32 format, void * pixels, int pitch)
slouken@3427
  1371
{
slouken@3549
  1372
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@3549
  1373
    D3DSURFACE_DESC desc;
slouken@3549
  1374
    LPDIRECT3DSURFACE9 backBuffer;
slouken@3549
  1375
    LPDIRECT3DSURFACE9 surface;
slouken@3549
  1376
    RECT d3drect;
slouken@3549
  1377
    D3DLOCKED_RECT locked;
slouken@3549
  1378
    HRESULT result;
slouken@3427
  1379
slouken@3549
  1380
    result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
slouken@3549
  1381
    if (FAILED(result)) {
slouken@3549
  1382
        D3D_SetError("GetBackBuffer()", result);
slouken@3549
  1383
        return -1;
slouken@3549
  1384
    }
slouken@3427
  1385
slouken@3549
  1386
    result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
slouken@3549
  1387
    if (FAILED(result)) {
slouken@3549
  1388
        D3D_SetError("GetDesc()", result);
slouken@3549
  1389
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1390
        return -1;
slouken@3549
  1391
    }
slouken@3427
  1392
slouken@3549
  1393
    result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
slouken@3549
  1394
    if (FAILED(result)) {
slouken@3549
  1395
        D3D_SetError("CreateOffscreenPlainSurface()", result);
slouken@3549
  1396
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1397
        return -1;
slouken@3549
  1398
    }
slouken@3427
  1399
slouken@3549
  1400
    result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
slouken@3549
  1401
    if (FAILED(result)) {
slouken@3549
  1402
        D3D_SetError("GetRenderTargetData()", result);
slouken@3549
  1403
        IDirect3DSurface9_Release(surface);
slouken@3549
  1404
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1405
        return -1;
slouken@3549
  1406
    }
slouken@3427
  1407
slouken@3549
  1408
    d3drect.left = rect->x;
slouken@3549
  1409
    d3drect.right = rect->x + rect->w;
slouken@3549
  1410
    d3drect.top = rect->y;
slouken@3549
  1411
    d3drect.bottom = rect->y + rect->h;
slouken@3427
  1412
slouken@3549
  1413
    result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
slouken@3549
  1414
    if (FAILED(result)) {
slouken@3549
  1415
        D3D_SetError("LockRect()", result);
slouken@3549
  1416
        IDirect3DSurface9_Release(surface);
slouken@3549
  1417
        IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1418
        return -1;
slouken@3549
  1419
    }
slouken@3427
  1420
slouken@3549
  1421
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
  1422
                      D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
slouken@3549
  1423
                      format, pixels, pitch);
slouken@3549
  1424
slouken@3549
  1425
    IDirect3DSurface9_UnlockRect(surface);
slouken@3549
  1426
slouken@3549
  1427
    IDirect3DSurface9_Release(surface);
slouken@3549
  1428
    IDirect3DSurface9_Release(backBuffer);
slouken@3549
  1429
slouken@3549
  1430
    return 0;
slouken@3427
  1431
}
slouken@3427
  1432
slouken@1895
  1433
static void
slouken@1913
  1434
D3D_RenderPresent(SDL_Renderer * renderer)
slouken@1895
  1435
{
slouken@1913
  1436
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1900
  1437
    HRESULT result;
slouken@1900
  1438
slouken@1900
  1439
    if (!data->beginScene) {
slouken@1900
  1440
        IDirect3DDevice9_EndScene(data->device);
slouken@1900
  1441
        data->beginScene = SDL_TRUE;
slouken@1900
  1442
    }
slouken@1900
  1443
slouken@1975
  1444
    result = IDirect3DDevice9_TestCooperativeLevel(data->device);
slouken@1975
  1445
    if (result == D3DERR_DEVICELOST) {
slouken@1975
  1446
        /* We'll reset later */
slouken@1975
  1447
        return;
slouken@1975
  1448
    }
slouken@1975
  1449
    if (result == D3DERR_DEVICENOTRESET) {
slouken@1975
  1450
        D3D_Reset(renderer);
slouken@1975
  1451
    }
slouken@1900
  1452
    result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
slouken@1900
  1453
    if (FAILED(result)) {
slouken@1900
  1454
        D3D_SetError("Present()", result);
slouken@1900
  1455
    }
slouken@1895
  1456
}
slouken@1895
  1457
slouken@1895
  1458
static void
slouken@1913
  1459
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
slouken@1895
  1460
{
slouken@1913
  1461
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
slouken@1895
  1462
slouken@1895
  1463
    if (!data) {
slouken@1895
  1464
        return;
slouken@1895
  1465
    }
slouken@1903
  1466
    if (data->texture) {
slouken@1903
  1467
        IDirect3DTexture9_Release(data->texture);
slouken@1903
  1468
    }
slouken@1895
  1469
    SDL_free(data);
slouken@1895
  1470
    texture->driverdata = NULL;
slouken@1895
  1471
}
slouken@1895
  1472
slouken@1975
  1473
static void
slouken@1913
  1474
D3D_DestroyRenderer(SDL_Renderer * renderer)
slouken@1895
  1475
{
slouken@1913
  1476
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
slouken@1895
  1477
slouken@1895
  1478
    if (data) {
slouken@6232
  1479
        // Release the render target
slouken@6232
  1480
        IDirect3DSurface9_Release(data->defaultRenderTarget);
slouken@6232
  1481
        if (data->currentRenderTarget != NULL) {
slouken@6232
  1482
            IDirect3DSurface9_Release(data->currentRenderTarget);
slouken@6232
  1483
            data->currentRenderTarget = NULL;
slouken@6232
  1484
        }
slouken@6232
  1485
        
slouken@1900
  1486
        if (data->device) {
slouken@1900
  1487
            IDirect3DDevice9_Release(data->device);
slouken@1900
  1488
        }
slouken@5154
  1489
        if (data->d3d) {
slouken@5154
  1490
            IDirect3D9_Release(data->d3d);
slouken@5154
  1491
            SDL_UnloadObject(data->d3dDLL);
slouken@5154
  1492
        }
slouken@1895
  1493
        SDL_free(data);
slouken@1895
  1494
    }
slouken@1895
  1495
    SDL_free(renderer);
slouken@1895
  1496
}
slouken@1895
  1497
slouken@5226
  1498
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
slouken@1895
  1499
slouken@1895
  1500
/* vi: set ts=4 sw=4 expandtab: */