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SDL_d3drender.c
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SDL_d3drender.c
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_D3D
#include "SDL_win32video.h"
#include "../SDL_yuv_sw_c.h"
/* Direct3D renderer implementation */
static SDL_Renderer *SDL_D3D_CreateRenderer(SDL_Window * window,
Uint32 flags);
static int SDL_D3D_CreateTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int SDL_D3D_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int SDL_D3D_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
SDL_Color * colors, int firstcolor,
int ncolors);
static int SDL_D3D_UpdateTexture(SDL_Renderer * renderer,
SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch);
static int SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void SDL_D3D_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_D3D_DirtyTexture(SDL_Renderer * renderer,
SDL_Texture * texture, int numrects,
const SDL_Rect * rects);
static void SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect, int blendMode,
int scaleMode);
static int SDL_D3D_RenderReadPixels(SDL_Renderer * renderer,
const SDL_Rect * rect, void *pixels,
int pitch);
static int SDL_D3D_RenderWritePixels(SDL_Renderer * renderer,
const SDL_Rect * rect,
const void *pixels, int pitch);
static void SDL_D3D_RenderPresent(SDL_Renderer * renderer);
static void SDL_D3D_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_D3D_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver SDL_D3D_RenderDriver = {
SDL_D3D_CreateRenderer,
{
"d3d",
(SDL_Renderer_Minimal |
SDL_Renderer_SingleBuffer | SDL_Renderer_PresentCopy |
SDL_Renderer_PresentFlip2 | SDL_Renderer_PresentFlip3 |
SDL_Renderer_PresentDiscard | SDL_Renderer_RenderTarget),
(SDL_TextureBlendMode_None |
SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
11,
{
SDL_PixelFormat_Index8,
SDL_PixelFormat_RGB555,
SDL_PixelFormat_RGB565,
SDL_PixelFormat_RGB888,
SDL_PixelFormat_BGR888,
SDL_PixelFormat_ARGB8888,
SDL_PixelFormat_RGBA8888,
SDL_PixelFormat_ABGR8888,
SDL_PixelFormat_BGRA8888,
SDL_PixelFormat_YUY2,
SDL_PixelFormat_UYVY},
0,
0}
};
typedef struct
{
IDirect3DDevice9 *device;
} SDL_D3D_RenderData;
typedef struct
{
SDL_SW_YUVTexture *yuv;
} SDL_D3D_TextureData;
static void
UpdateYUVTextureData(SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
//SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w,
// texture->h, data->pixels, data->pitch);
}
void
D3D_AddRenderDriver(_THIS)
{
SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
if (data->d3d) {
SDL_AddRenderDriver(0, &SDL_D3D_RenderDriver);
}
}
SDL_Renderer *
SDL_D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
SDL_Renderer *renderer;
SDL_D3D_RenderData *data;
renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = (SDL_D3D_RenderData *) SDL_malloc(sizeof(*data));
if (!data) {
SDL_D3D_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
//data->device = IDirect3D9_CreateDevice(videodata->d3d,
renderer->CreateTexture = SDL_D3D_CreateTexture;
renderer->QueryTexturePixels = SDL_D3D_QueryTexturePixels;
renderer->SetTexturePalette = SDL_D3D_SetTexturePalette;
renderer->GetTexturePalette = SDL_D3D_GetTexturePalette;
renderer->UpdateTexture = SDL_D3D_UpdateTexture;
renderer->LockTexture = SDL_D3D_LockTexture;
renderer->UnlockTexture = SDL_D3D_UnlockTexture;
renderer->DirtyTexture = SDL_D3D_DirtyTexture;
renderer->SelectRenderTexture = SDL_D3D_SelectRenderTexture;
renderer->RenderFill = SDL_D3D_RenderFill;
renderer->RenderCopy = SDL_D3D_RenderCopy;
renderer->RenderReadPixels = SDL_D3D_RenderReadPixels;
renderer->RenderWritePixels = SDL_D3D_RenderWritePixels;
renderer->RenderPresent = SDL_D3D_RenderPresent;
renderer->DestroyTexture = SDL_D3D_DestroyTexture;
renderer->DestroyRenderer = SDL_D3D_DestroyRenderer;
renderer->info = SDL_D3D_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags = SDL_Renderer_RenderTarget;
return renderer;
}
static int
SDL_D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_D3D_TextureData *data;
data = (SDL_D3D_TextureData *) SDL_malloc(sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
SDL_zerop(data);
texture->driverdata = data;
return 0;
}
static int
SDL_D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
} else {
return 0;
}
}
static int
SDL_D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors)
{
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SetError("YUV textures don't have a palette");
return -1;
} else {
return 0;
}
}
static int
SDL_D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SetError("YUV textures don't have a palette");
return -1;
} else {
return 0;
}
}
static int
SDL_D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) {
return -1;
}
UpdateYUVTextureData(texture);
return 0;
} else {
SDL_D3D_RenderData *renderdata =
(SDL_D3D_RenderData *) renderer->driverdata;
return 0;
}
}
static int
SDL_D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels,
pitch);
} else {
return 0;
}
}
static void
SDL_D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (data->yuv) {
SDL_SW_UnlockYUVTexture(data->yuv);
UpdateYUVTextureData(texture);
}
}
static void
SDL_D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
{
}
static void
SDL_D3D_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
}
static int
SDL_D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
Uint8 r, g, b;
r = (Uint8) ((color >> 16) & 0xFF);
g = (Uint8) ((color >> 8) & 0xFF);
b = (Uint8) (color & 0xFF);
return 0;
}
static int
SDL_D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
SDL_D3D_TextureData *texturedata =
(SDL_D3D_TextureData *) texture->driverdata;
return 0;
}
static int
SDL_D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
void *pixels, int pitch)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
return 0;
}
static int
SDL_D3D_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
return 0;
}
static void
SDL_D3D_RenderPresent(SDL_Renderer * renderer)
{
}
static void
SDL_D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_D3D_TextureData *data = (SDL_D3D_TextureData *) texture->driverdata;
if (!data) {
return;
}
SDL_free(data);
texture->driverdata = NULL;
}
void
SDL_D3D_DestroyRenderer(SDL_Renderer * renderer)
{
SDL_D3D_RenderData *data = (SDL_D3D_RenderData *) renderer->driverdata;
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_RENDER_D3D */
/* vi: set ts=4 sw=4 expandtab: */