diff options
Diffstat (limited to 'source/3rd-party/SDL2/src/render/direct3d/SDL_render_d3d.c')
-rw-r--r-- | source/3rd-party/SDL2/src/render/direct3d/SDL_render_d3d.c | 1813 |
1 files changed, 1813 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/render/direct3d/SDL_render_d3d.c b/source/3rd-party/SDL2/src/render/direct3d/SDL_render_d3d.c new file mode 100644 index 0000000..69a9dff --- /dev/null +++ b/source/3rd-party/SDL2/src/render/direct3d/SDL_render_d3d.c @@ -0,0 +1,1813 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#include "SDL_render.h" +#include "SDL_system.h" + +#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED + +#include "../../core/windows/SDL_windows.h" + +#include "SDL_hints.h" +#include "SDL_loadso.h" +#include "SDL_syswm.h" +#include "../SDL_sysrender.h" +#include "../SDL_d3dmath.h" +#include "../../video/windows/SDL_windowsvideo.h" + +#if SDL_VIDEO_RENDER_D3D +#define D3D_DEBUG_INFO +#include <d3d9.h> +#endif + +#include "SDL_shaders_d3d.h" + + +/* Direct3D renderer implementation */ + +static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags); +static void D3D_WindowEvent(SDL_Renderer * renderer, + const SDL_WindowEvent *event); +static SDL_bool D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); +static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static int D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, + int pitch); +static int D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); +static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, void **pixels, int *pitch); +static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static int D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture); +static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture); +static int D3D_UpdateViewport(SDL_Renderer * renderer); +static int D3D_UpdateClipRect(SDL_Renderer * renderer); +static int D3D_RenderClear(SDL_Renderer * renderer); +static int D3D_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_FPoint * points, int count); +static int D3D_RenderDrawLines(SDL_Renderer * renderer, + const SDL_FPoint * points, int count); +static int D3D_RenderFillRects(SDL_Renderer * renderer, + const SDL_FRect * rects, int count); +static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect); +static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect, + const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip); +static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 format, void * pixels, int pitch); +static void D3D_RenderPresent(SDL_Renderer * renderer); +static void D3D_DestroyTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static void D3D_DestroyRenderer(SDL_Renderer * renderer); + + +SDL_RenderDriver D3D_RenderDriver = { + D3D_CreateRenderer, + { + "direct3d", + (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), + 1, + {SDL_PIXELFORMAT_ARGB8888}, + 0, + 0} +}; + +typedef struct +{ + void* d3dDLL; + IDirect3D9 *d3d; + IDirect3DDevice9 *device; + UINT adapter; + D3DPRESENT_PARAMETERS pparams; + SDL_bool updateSize; + SDL_bool beginScene; + SDL_bool enableSeparateAlphaBlend; + D3DTEXTUREFILTERTYPE scaleMode[8]; + IDirect3DSurface9 *defaultRenderTarget; + IDirect3DSurface9 *currentRenderTarget; + void* d3dxDLL; + LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS]; +} D3D_RenderData; + +typedef struct +{ + SDL_bool dirty; + int w, h; + DWORD usage; + Uint32 format; + D3DFORMAT d3dfmt; + IDirect3DTexture9 *texture; + IDirect3DTexture9 *staging; +} D3D_TextureRep; + +typedef struct +{ + D3D_TextureRep texture; + D3DTEXTUREFILTERTYPE scaleMode; + + /* YV12 texture support */ + SDL_bool yuv; + D3D_TextureRep utexture; + D3D_TextureRep vtexture; + Uint8 *pixels; + int pitch; + SDL_Rect locked_rect; +} D3D_TextureData; + +typedef struct +{ + float x, y, z; + DWORD color; + float u, v; +} Vertex; + +static int +D3D_SetError(const char *prefix, HRESULT result) +{ + const char *error; + + switch (result) { + case D3DERR_WRONGTEXTUREFORMAT: + error = "WRONGTEXTUREFORMAT"; + break; + case D3DERR_UNSUPPORTEDCOLOROPERATION: + error = "UNSUPPORTEDCOLOROPERATION"; + break; + case D3DERR_UNSUPPORTEDCOLORARG: + error = "UNSUPPORTEDCOLORARG"; + break; + case D3DERR_UNSUPPORTEDALPHAOPERATION: + error = "UNSUPPORTEDALPHAOPERATION"; + break; + case D3DERR_UNSUPPORTEDALPHAARG: + error = "UNSUPPORTEDALPHAARG"; + break; + case D3DERR_TOOMANYOPERATIONS: + error = "TOOMANYOPERATIONS"; + break; + case D3DERR_CONFLICTINGTEXTUREFILTER: + error = "CONFLICTINGTEXTUREFILTER"; + break; + case D3DERR_UNSUPPORTEDFACTORVALUE: + error = "UNSUPPORTEDFACTORVALUE"; + break; + case D3DERR_CONFLICTINGRENDERSTATE: + error = "CONFLICTINGRENDERSTATE"; + break; + case D3DERR_UNSUPPORTEDTEXTUREFILTER: + error = "UNSUPPORTEDTEXTUREFILTER"; + break; + case D3DERR_CONFLICTINGTEXTUREPALETTE: + error = "CONFLICTINGTEXTUREPALETTE"; + break; + case D3DERR_DRIVERINTERNALERROR: + error = "DRIVERINTERNALERROR"; + break; + case D3DERR_NOTFOUND: + error = "NOTFOUND"; + break; + case D3DERR_MOREDATA: + error = "MOREDATA"; + break; + case D3DERR_DEVICELOST: + error = "DEVICELOST"; + break; + case D3DERR_DEVICENOTRESET: + error = "DEVICENOTRESET"; + break; + case D3DERR_NOTAVAILABLE: + error = "NOTAVAILABLE"; + break; + case D3DERR_OUTOFVIDEOMEMORY: + error = "OUTOFVIDEOMEMORY"; + break; + case D3DERR_INVALIDDEVICE: + error = "INVALIDDEVICE"; + break; + case D3DERR_INVALIDCALL: + error = "INVALIDCALL"; + break; + case D3DERR_DRIVERINVALIDCALL: + error = "DRIVERINVALIDCALL"; + break; + case D3DERR_WASSTILLDRAWING: + error = "WASSTILLDRAWING"; + break; + default: + error = "UNKNOWN"; + break; + } + return SDL_SetError("%s: %s", prefix, error); +} + +static D3DFORMAT +PixelFormatToD3DFMT(Uint32 format) +{ + switch (format) { + case SDL_PIXELFORMAT_RGB565: + return D3DFMT_R5G6B5; + case SDL_PIXELFORMAT_RGB888: + return D3DFMT_X8R8G8B8; + case SDL_PIXELFORMAT_ARGB8888: + return D3DFMT_A8R8G8B8; + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + case SDL_PIXELFORMAT_NV12: + case SDL_PIXELFORMAT_NV21: + return D3DFMT_L8; + default: + return D3DFMT_UNKNOWN; + } +} + +static Uint32 +D3DFMTToPixelFormat(D3DFORMAT format) +{ + switch (format) { + case D3DFMT_R5G6B5: + return SDL_PIXELFORMAT_RGB565; + case D3DFMT_X8R8G8B8: + return SDL_PIXELFORMAT_RGB888; + case D3DFMT_A8R8G8B8: + return SDL_PIXELFORMAT_ARGB8888; + default: + return SDL_PIXELFORMAT_UNKNOWN; + } +} + +static void +D3D_InitRenderState(D3D_RenderData *data) +{ + D3DMATRIX matrix; + + IDirect3DDevice9 *device = data->device; + + IDirect3DDevice9_SetVertexShader(device, NULL); + IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); + IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); + IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); + IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + + /* Enable color modulation by diffuse color */ + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, + D3DTOP_MODULATE); + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, + D3DTA_TEXTURE); + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, + D3DTA_DIFFUSE); + + /* Enable alpha modulation by diffuse alpha */ + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, + D3DTOP_MODULATE); + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, + D3DTA_TEXTURE); + IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2, + D3DTA_DIFFUSE); + + /* Enable separate alpha blend function, if possible */ + if (data->enableSeparateAlphaBlend) { + IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + } + + /* Disable second texture stage, since we're done */ + IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, + D3DTOP_DISABLE); + IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, + D3DTOP_DISABLE); + + /* Set an identity world and view matrix */ + matrix.m[0][0] = 1.0f; + matrix.m[0][1] = 0.0f; + matrix.m[0][2] = 0.0f; + matrix.m[0][3] = 0.0f; + matrix.m[1][0] = 0.0f; + matrix.m[1][1] = 1.0f; + matrix.m[1][2] = 0.0f; + matrix.m[1][3] = 0.0f; + matrix.m[2][0] = 0.0f; + matrix.m[2][1] = 0.0f; + matrix.m[2][2] = 1.0f; + matrix.m[2][3] = 0.0f; + matrix.m[3][0] = 0.0f; + matrix.m[3][1] = 0.0f; + matrix.m[3][2] = 0.0f; + matrix.m[3][3] = 1.0f; + IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix); + IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix); + + /* Reset our current scale mode */ + SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode)); + + /* Start the render with beginScene */ + data->beginScene = SDL_TRUE; +} + +static int +D3D_Reset(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + HRESULT result; + SDL_Texture *texture; + + /* Release the default render target before reset */ + if (data->defaultRenderTarget) { + IDirect3DSurface9_Release(data->defaultRenderTarget); + data->defaultRenderTarget = NULL; + } + if (data->currentRenderTarget != NULL) { + IDirect3DSurface9_Release(data->currentRenderTarget); + data->currentRenderTarget = NULL; + } + + /* Release application render targets */ + for (texture = renderer->textures; texture; texture = texture->next) { + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + D3D_DestroyTexture(renderer, texture); + } else { + D3D_RecreateTexture(renderer, texture); + } + } + + result = IDirect3DDevice9_Reset(data->device, &data->pparams); + if (FAILED(result)) { + if (result == D3DERR_DEVICELOST) { + /* Don't worry about it, we'll reset later... */ + return 0; + } else { + return D3D_SetError("Reset()", result); + } + } + + /* Allocate application render targets */ + for (texture = renderer->textures; texture; texture = texture->next) { + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + D3D_CreateTexture(renderer, texture); + } + } + + IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); + D3D_InitRenderState(data); + D3D_SetRenderTargetInternal(renderer, renderer->target); + D3D_UpdateViewport(renderer); + + /* Let the application know that render targets were reset */ + { + SDL_Event event; + event.type = SDL_RENDER_TARGETS_RESET; + SDL_PushEvent(&event); + } + + return 0; +} + +static int +D3D_ActivateRenderer(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + HRESULT result; + + if (data->updateSize) { + SDL_Window *window = renderer->window; + int w, h; + Uint32 window_flags = SDL_GetWindowFlags(window); + + SDL_GetWindowSize(window, &w, &h); + data->pparams.BackBufferWidth = w; + data->pparams.BackBufferHeight = h; + if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) { + SDL_DisplayMode fullscreen_mode; + SDL_GetWindowDisplayMode(window, &fullscreen_mode); + data->pparams.Windowed = FALSE; + data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format); + data->pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate; + } else { + data->pparams.Windowed = TRUE; + data->pparams.BackBufferFormat = D3DFMT_UNKNOWN; + data->pparams.FullScreen_RefreshRateInHz = 0; + } + if (D3D_Reset(renderer) < 0) { + return -1; + } + + data->updateSize = SDL_FALSE; + } + if (data->beginScene) { + result = IDirect3DDevice9_BeginScene(data->device); + if (result == D3DERR_DEVICELOST) { + if (D3D_Reset(renderer) < 0) { + return -1; + } + result = IDirect3DDevice9_BeginScene(data->device); + } + if (FAILED(result)) { + return D3D_SetError("BeginScene()", result); + } + data->beginScene = SDL_FALSE; + } + return 0; +} + +SDL_Renderer * +D3D_CreateRenderer(SDL_Window * window, Uint32 flags) +{ + SDL_Renderer *renderer; + D3D_RenderData *data; + SDL_SysWMinfo windowinfo; + HRESULT result; + D3DPRESENT_PARAMETERS pparams; + IDirect3DSwapChain9 *chain; + D3DCAPS9 caps; + DWORD device_flags; + Uint32 window_flags; + int w, h; + SDL_DisplayMode fullscreen_mode; + int displayIndex; + + renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } + + data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data)); + if (!data) { + SDL_free(renderer); + SDL_OutOfMemory(); + return NULL; + } + + if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) { + SDL_free(renderer); + SDL_free(data); + SDL_SetError("Unable to create Direct3D interface"); + return NULL; + } + + renderer->WindowEvent = D3D_WindowEvent; + renderer->SupportsBlendMode = D3D_SupportsBlendMode; + renderer->CreateTexture = D3D_CreateTexture; + renderer->UpdateTexture = D3D_UpdateTexture; + renderer->UpdateTextureYUV = D3D_UpdateTextureYUV; + renderer->LockTexture = D3D_LockTexture; + renderer->UnlockTexture = D3D_UnlockTexture; + renderer->SetRenderTarget = D3D_SetRenderTarget; + renderer->UpdateViewport = D3D_UpdateViewport; + renderer->UpdateClipRect = D3D_UpdateClipRect; + renderer->RenderClear = D3D_RenderClear; + renderer->RenderDrawPoints = D3D_RenderDrawPoints; + renderer->RenderDrawLines = D3D_RenderDrawLines; + renderer->RenderFillRects = D3D_RenderFillRects; + renderer->RenderCopy = D3D_RenderCopy; + renderer->RenderCopyEx = D3D_RenderCopyEx; + renderer->RenderReadPixels = D3D_RenderReadPixels; + renderer->RenderPresent = D3D_RenderPresent; + renderer->DestroyTexture = D3D_DestroyTexture; + renderer->DestroyRenderer = D3D_DestroyRenderer; + renderer->info = D3D_RenderDriver.info; + renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); + renderer->driverdata = data; + + SDL_VERSION(&windowinfo.version); + SDL_GetWindowWMInfo(window, &windowinfo); + + window_flags = SDL_GetWindowFlags(window); + SDL_GetWindowSize(window, &w, &h); + SDL_GetWindowDisplayMode(window, &fullscreen_mode); + + SDL_zero(pparams); + pparams.hDeviceWindow = windowinfo.info.win.window; + pparams.BackBufferWidth = w; + pparams.BackBufferHeight = h; + pparams.BackBufferCount = 1; + pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; + + if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) { + pparams.Windowed = FALSE; + pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format); + pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate; + } else { + pparams.Windowed = TRUE; + pparams.BackBufferFormat = D3DFMT_UNKNOWN; + pparams.FullScreen_RefreshRateInHz = 0; + } + if (flags & SDL_RENDERER_PRESENTVSYNC) { + pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + } else { + pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } + + /* Get the adapter for the display that the window is on */ + displayIndex = SDL_GetWindowDisplayIndex(window); + data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex); + + IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); + + device_flags = D3DCREATE_FPU_PRESERVE; + if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { + device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; + } else { + device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; + } + + if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) { + device_flags |= D3DCREATE_MULTITHREADED; + } + + result = IDirect3D9_CreateDevice(data->d3d, data->adapter, + D3DDEVTYPE_HAL, + pparams.hDeviceWindow, + device_flags, + &pparams, &data->device); + if (FAILED(result)) { + D3D_DestroyRenderer(renderer); + D3D_SetError("CreateDevice()", result); + return NULL; + } + + /* Get presentation parameters to fill info */ + result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain); + if (FAILED(result)) { + D3D_DestroyRenderer(renderer); + D3D_SetError("GetSwapChain()", result); + return NULL; + } + result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams); + if (FAILED(result)) { + IDirect3DSwapChain9_Release(chain); + D3D_DestroyRenderer(renderer); + D3D_SetError("GetPresentParameters()", result); + return NULL; + } + IDirect3DSwapChain9_Release(chain); + if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) { + renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; + } + data->pparams = pparams; + + IDirect3DDevice9_GetDeviceCaps(data->device, &caps); + renderer->info.max_texture_width = caps.MaxTextureWidth; + renderer->info.max_texture_height = caps.MaxTextureHeight; + if (caps.NumSimultaneousRTs >= 2) { + renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; + } + + if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) { + data->enableSeparateAlphaBlend = SDL_TRUE; + } + + /* Store the default render target */ + IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); + data->currentRenderTarget = NULL; + + /* Set up parameters for rendering */ + D3D_InitRenderState(data); + + if (caps.MaxSimultaneousTextures >= 3) { + int i; + for (i = 0; i < SDL_arraysize(data->shaders); ++i) { + result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]); + if (FAILED(result)) { + D3D_SetError("CreatePixelShader()", result); + } + } + if (data->shaders[SHADER_YUV_JPEG] && data->shaders[SHADER_YUV_BT601] && data->shaders[SHADER_YUV_BT709]) { + renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; + renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; + } + } + return renderer; +} + +static void +D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + + if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) { + data->updateSize = SDL_TRUE; + } +} + +static D3DBLEND GetBlendFunc(SDL_BlendFactor factor) +{ + switch (factor) { + case SDL_BLENDFACTOR_ZERO: + return D3DBLEND_ZERO; + case SDL_BLENDFACTOR_ONE: + return D3DBLEND_ONE; + case SDL_BLENDFACTOR_SRC_COLOR: + return D3DBLEND_SRCCOLOR; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: + return D3DBLEND_INVSRCCOLOR; + case SDL_BLENDFACTOR_SRC_ALPHA: + return D3DBLEND_SRCALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: + return D3DBLEND_INVSRCALPHA; + case SDL_BLENDFACTOR_DST_COLOR: + return D3DBLEND_DESTCOLOR; + case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: + return D3DBLEND_INVDESTCOLOR; + case SDL_BLENDFACTOR_DST_ALPHA: + return D3DBLEND_DESTALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: + return D3DBLEND_INVDESTALPHA; + default: + return (D3DBLEND)0; + } +} + +static SDL_bool +D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + + if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || + !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) { + return SDL_FALSE; + } + if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) { + return SDL_FALSE; + } + if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) { + return SDL_FALSE; + } + return SDL_TRUE; +} + +static int +D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h) +{ + HRESULT result; + + texture->dirty = SDL_FALSE; + texture->w = w; + texture->h = h; + texture->usage = usage; + texture->format = format; + texture->d3dfmt = d3dfmt; + + result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage, + PixelFormatToD3DFMT(format), + D3DPOOL_DEFAULT, &texture->texture, NULL); + if (FAILED(result)) { + return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); + } + return 0; +} + + +static int +D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) +{ + HRESULT result; + + if (texture->staging == NULL) { + result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0, + texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL); + if (FAILED(result)) { + return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result); + } + } + return 0; +} + +static int +D3D_BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler) +{ + HRESULT result; + + if (texture->dirty && texture->staging) { + if (!texture->texture) { + result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage, + PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL); + if (FAILED(result)) { + return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); + } + } + + result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture); + if (FAILED(result)) { + return D3D_SetError("UpdateTexture()", result); + } + texture->dirty = SDL_FALSE; + } + result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture); + if (FAILED(result)) { + return D3D_SetError("SetTexture()", result); + } + return 0; +} + +static int +D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture) +{ + if (texture->texture) { + IDirect3DTexture9_Release(texture->texture); + texture->texture = NULL; + } + if (texture->staging) { + IDirect3DTexture9_AddDirtyRect(texture->staging, NULL); + texture->dirty = SDL_TRUE; + } + return 0; +} + +static int +D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch) +{ + RECT d3drect; + D3DLOCKED_RECT locked; + const Uint8 *src; + Uint8 *dst; + int row, length; + HRESULT result; + + if (D3D_CreateStagingTexture(device, texture) < 0) { + return -1; + } + + d3drect.left = x; + d3drect.right = x + w; + d3drect.top = y; + d3drect.bottom = y + h; + + result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0); + if (FAILED(result)) { + return D3D_SetError("LockRect()", result); + } + + src = (const Uint8 *)pixels; + dst = (Uint8 *)locked.pBits; + length = w * SDL_BYTESPERPIXEL(texture->format); + if (length == pitch && length == locked.Pitch) { + SDL_memcpy(dst, src, length*h); + } else { + if (length > pitch) { + length = pitch; + } + if (length > locked.Pitch) { + length = locked.Pitch; + } + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += locked.Pitch; + } + } + result = IDirect3DTexture9_UnlockRect(texture->staging, 0); + if (FAILED(result)) { + return D3D_SetError("UnlockRect()", result); + } + texture->dirty = SDL_TRUE; + + return 0; +} + +static void +D3D_DestroyTextureRep(D3D_TextureRep *texture) +{ + if (texture->texture) { + IDirect3DTexture9_Release(texture->texture); + texture->texture = NULL; + } + if (texture->staging) { + IDirect3DTexture9_Release(texture->staging); + texture->staging = NULL; + } +} + +static int +D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + D3D_TextureData *texturedata; + DWORD usage; + + texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata)); + if (!texturedata) { + return SDL_OutOfMemory(); + } + texturedata->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR; + + texture->driverdata = texturedata; + + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + usage = D3DUSAGE_RENDERTARGET; + } else { + usage = 0; + } + + if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h) < 0) { + return -1; + } + + if (texture->format == SDL_PIXELFORMAT_YV12 || + texture->format == SDL_PIXELFORMAT_IYUV) { + texturedata->yuv = SDL_TRUE; + + if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) { + return -1; + } + + if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) { + return -1; + } + } + return 0; +} + +static int +D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; + D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; + + if (!texturedata) { + return 0; + } + + if (D3D_RecreateTextureRep(data->device, &texturedata->texture) < 0) { + return -1; + } + + if (texturedata->yuv) { + if (D3D_RecreateTextureRep(data->device, &texturedata->utexture) < 0) { + return -1; + } + + if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture) < 0) { + return -1; + } + } + return 0; +} + +static int +D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, int pitch) +{ + D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; + D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; + + if (!texturedata) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { + return -1; + } + + if (texturedata->yuv) { + /* Skip to the correct offset into the next texture */ + pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); + + if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) { + return -1; + } + + /* Skip to the correct offset into the next texture */ + pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); + if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) { + return -1; + } + } + return 0; +} + +static int +D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch) +{ + D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; + D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata; + + if (!texturedata) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) { + return -1; + } + if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch) < 0) { + return -1; + } + if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch) < 0) { + return -1; + } + return 0; +} + +static int +D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, void **pixels, int *pitch) +{ + D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata; + D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; + IDirect3DDevice9 *device = data->device; + + if (!texturedata) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + texturedata->locked_rect = *rect; + + if (texturedata->yuv) { + /* It's more efficient to upload directly... */ + if (!texturedata->pixels) { + texturedata->pitch = texture->w; + texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2); + if (!texturedata->pixels) { + return SDL_OutOfMemory(); + } + } + *pixels = + (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + *pitch = texturedata->pitch; + } else { + RECT d3drect; + D3DLOCKED_RECT locked; + HRESULT result; + + if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) { + return -1; + } + + d3drect.left = rect->x; + d3drect.right = rect->x + rect->w; + d3drect.top = rect->y; + d3drect.bottom = rect->y + rect->h; + + result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0); + if (FAILED(result)) { + return D3D_SetError("LockRect()", result); + } + *pixels = locked.pBits; + *pitch = locked.Pitch; + } + return 0; +} + +static void +D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + /*D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;*/ + D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata; + + if (!texturedata) { + return; + } + + if (texturedata->yuv) { + const SDL_Rect *rect = &texturedata->locked_rect; + void *pixels = + (void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch); + } else { + IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0); + texturedata->texture.dirty = SDL_TRUE; + } +} + +static int +D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + D3D_TextureData *texturedata; + D3D_TextureRep *texturerep; + HRESULT result; + IDirect3DDevice9 *device = data->device; + + /* Release the previous render target if it wasn't the default one */ + if (data->currentRenderTarget != NULL) { + IDirect3DSurface9_Release(data->currentRenderTarget); + data->currentRenderTarget = NULL; + } + + if (texture == NULL) { + IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget); + return 0; + } + + texturedata = (D3D_TextureData *)texture->driverdata; + if (!texturedata) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + /* Make sure the render target is updated if it was locked and written to */ + texturerep = &texturedata->texture; + if (texturerep->dirty && texturerep->staging) { + if (!texturerep->texture) { + result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage, + PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL); + if (FAILED(result)) { + return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); + } + } + + result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture); + if (FAILED(result)) { + return D3D_SetError("UpdateTexture()", result); + } + texturerep->dirty = SDL_FALSE; + } + + result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget); + if(FAILED(result)) { + return D3D_SetError("GetSurfaceLevel()", result); + } + result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget); + if(FAILED(result)) { + return D3D_SetError("SetRenderTarget()", result); + } + + return 0; +} + +static int +D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) +{ + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + return D3D_SetRenderTargetInternal(renderer, texture); +} + +static int +D3D_UpdateViewport(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + D3DVIEWPORT9 viewport; + D3DMATRIX matrix; + + /* Set the viewport */ + viewport.X = renderer->viewport.x; + viewport.Y = renderer->viewport.y; + viewport.Width = renderer->viewport.w; + viewport.Height = renderer->viewport.h; + viewport.MinZ = 0.0f; + viewport.MaxZ = 1.0f; + IDirect3DDevice9_SetViewport(data->device, &viewport); + + /* Set an orthographic projection matrix */ + if (renderer->viewport.w && renderer->viewport.h) { + matrix.m[0][0] = 2.0f / renderer->viewport.w; + matrix.m[0][1] = 0.0f; + matrix.m[0][2] = 0.0f; + matrix.m[0][3] = 0.0f; + matrix.m[1][0] = 0.0f; + matrix.m[1][1] = -2.0f / renderer->viewport.h; + matrix.m[1][2] = 0.0f; + matrix.m[1][3] = 0.0f; + matrix.m[2][0] = 0.0f; + matrix.m[2][1] = 0.0f; + matrix.m[2][2] = 1.0f; + matrix.m[2][3] = 0.0f; + matrix.m[3][0] = -1.0f; + matrix.m[3][1] = 1.0f; + matrix.m[3][2] = 0.0f; + matrix.m[3][3] = 1.0f; + IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix); + } + + return 0; +} + +static int +D3D_UpdateClipRect(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + + if (renderer->clipping_enabled) { + const SDL_Rect *rect = &renderer->clip_rect; + RECT r; + HRESULT result; + + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE); + r.left = renderer->viewport.x + rect->x; + r.top = renderer->viewport.y + rect->y; + r.right = renderer->viewport.x + rect->x + rect->w; + r.bottom = renderer->viewport.y + rect->y + rect->h; + + result = IDirect3DDevice9_SetScissorRect(data->device, &r); + if (result != D3D_OK) { + D3D_SetError("SetScissor()", result); + return -1; + } + } else { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); + } + return 0; +} + +static int +D3D_RenderClear(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + HRESULT result; + int BackBufferWidth, BackBufferHeight; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + if (renderer->target) { + BackBufferWidth = renderer->target->w; + BackBufferHeight = renderer->target->h; + } else { + BackBufferWidth = data->pparams.BackBufferWidth; + BackBufferHeight = data->pparams.BackBufferHeight; + } + + if (renderer->clipping_enabled) { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); + } + + /* Don't reset the viewport if we don't have to! */ + if (!renderer->viewport.x && !renderer->viewport.y && + renderer->viewport.w == BackBufferWidth && + renderer->viewport.h == BackBufferHeight) { + result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); + } else { + D3DVIEWPORT9 viewport; + + /* Clear is defined to clear the entire render target */ + viewport.X = 0; + viewport.Y = 0; + viewport.Width = BackBufferWidth; + viewport.Height = BackBufferHeight; + viewport.MinZ = 0.0f; + viewport.MaxZ = 1.0f; + IDirect3DDevice9_SetViewport(data->device, &viewport); + + result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); + + /* Reset the viewport */ + viewport.X = renderer->viewport.x; + viewport.Y = renderer->viewport.y; + viewport.Width = renderer->viewport.w; + viewport.Height = renderer->viewport.h; + viewport.MinZ = 0.0f; + viewport.MaxZ = 1.0f; + IDirect3DDevice9_SetViewport(data->device, &viewport); + } + + if (renderer->clipping_enabled) { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE); + } + + if (FAILED(result)) { + return D3D_SetError("Clear()", result); + } + return 0; +} + +static void +D3D_SetBlendMode(D3D_RenderData * data, SDL_BlendMode blendMode) +{ + if (blendMode == SDL_BLENDMODE_NONE) { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE); + } else { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, + GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blendMode))); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, + GetBlendFunc(SDL_GetBlendModeDstColorFactor(blendMode))); + if (data->enableSeparateAlphaBlend) { + IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA, + GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blendMode))); + IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA, + GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blendMode))); + } + } +} + +static int +D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, + int count) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + Vertex *vertices; + int i; + HRESULT result; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + D3D_SetBlendMode(data, renderer->blendMode); + + result = + IDirect3DDevice9_SetTexture(data->device, 0, + (IDirect3DBaseTexture9 *) 0); + if (FAILED(result)) { + return D3D_SetError("SetTexture()", result); + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + vertices = SDL_stack_alloc(Vertex, count); + for (i = 0; i < count; ++i) { + vertices[i].x = points[i].x; + vertices[i].y = points[i].y; + vertices[i].z = 0.0f; + vertices[i].color = color; + vertices[i].u = 0.0f; + vertices[i].v = 0.0f; + } + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count, + vertices, sizeof(*vertices)); + SDL_stack_free(vertices); + if (FAILED(result)) { + return D3D_SetError("DrawPrimitiveUP()", result); + } + return 0; +} + +static int +D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, + int count) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + Vertex *vertices; + int i; + HRESULT result; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + D3D_SetBlendMode(data, renderer->blendMode); + + result = + IDirect3DDevice9_SetTexture(data->device, 0, + (IDirect3DBaseTexture9 *) 0); + if (FAILED(result)) { + return D3D_SetError("SetTexture()", result); + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + vertices = SDL_stack_alloc(Vertex, count); + for (i = 0; i < count; ++i) { + vertices[i].x = points[i].x; + vertices[i].y = points[i].y; + vertices[i].z = 0.0f; + vertices[i].color = color; + vertices[i].u = 0.0f; + vertices[i].v = 0.0f; + } + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1, + vertices, sizeof(*vertices)); + + /* DirectX 9 has the same line rasterization semantics as GDI, + so we need to close the endpoint of the line */ + if (count == 2 || + points[0].x != points[count-1].x || points[0].y != points[count-1].y) { + vertices[0].x = points[count-1].x; + vertices[0].y = points[count-1].y; + result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices)); + } + + SDL_stack_free(vertices); + if (FAILED(result)) { + return D3D_SetError("DrawPrimitiveUP()", result); + } + return 0; +} + +static int +D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, + int count) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + int i; + float minx, miny, maxx, maxy; + Vertex vertices[4]; + HRESULT result; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + D3D_SetBlendMode(data, renderer->blendMode); + + result = + IDirect3DDevice9_SetTexture(data->device, 0, + (IDirect3DBaseTexture9 *) 0); + if (FAILED(result)) { + return D3D_SetError("SetTexture()", result); + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + for (i = 0; i < count; ++i) { + const SDL_FRect *rect = &rects[i]; + + minx = rect->x; + miny = rect->y; + maxx = rect->x + rect->w; + maxy = rect->y + rect->h; + + vertices[0].x = minx; + vertices[0].y = miny; + vertices[0].z = 0.0f; + vertices[0].color = color; + vertices[0].u = 0.0f; + vertices[0].v = 0.0f; + + vertices[1].x = maxx; + vertices[1].y = miny; + vertices[1].z = 0.0f; + vertices[1].color = color; + vertices[1].u = 0.0f; + vertices[1].v = 0.0f; + + vertices[2].x = maxx; + vertices[2].y = maxy; + vertices[2].z = 0.0f; + vertices[2].color = color; + vertices[2].u = 0.0f; + vertices[2].v = 0.0f; + + vertices[3].x = minx; + vertices[3].y = maxy; + vertices[3].z = 0.0f; + vertices[3].color = color; + vertices[3].u = 0.0f; + vertices[3].v = 0.0f; + + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, + 2, vertices, sizeof(*vertices)); + if (FAILED(result)) { + return D3D_SetError("DrawPrimitiveUP()", result); + } + } + return 0; +} + +static void +D3D_UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index) +{ + if (texturedata->scaleMode != data->scaleMode[index]) { + IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, + texturedata->scaleMode); + IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, + texturedata->scaleMode); + IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, + D3DTADDRESS_CLAMP); + IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, + D3DTADDRESS_CLAMP); + data->scaleMode[index] = texturedata->scaleMode; + } +} + +static int +D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + D3D_TextureData *texturedata; + + *shader = NULL; + + texturedata = (D3D_TextureData *)texture->driverdata; + if (!texturedata) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + D3D_UpdateTextureScaleMode(data, texturedata, 0); + + if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) { + return -1; + } + + if (texturedata->yuv) { + switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { + case SDL_YUV_CONVERSION_JPEG: + *shader = data->shaders[SHADER_YUV_JPEG]; + break; + case SDL_YUV_CONVERSION_BT601: + *shader = data->shaders[SHADER_YUV_BT601]; + break; + case SDL_YUV_CONVERSION_BT709: + *shader = data->shaders[SHADER_YUV_BT709]; + break; + default: + return SDL_SetError("Unsupported YUV conversion mode"); + } + + D3D_UpdateTextureScaleMode(data, texturedata, 1); + D3D_UpdateTextureScaleMode(data, texturedata, 2); + + if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) { + return -1; + } + if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) { + return -1; + } + } + return 0; +} + +static int +D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + LPDIRECT3DPIXELSHADER9 shader; + float minx, miny, maxx, maxy; + float minu, maxu, minv, maxv; + DWORD color; + Vertex vertices[4]; + HRESULT result; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + minx = dstrect->x - 0.5f; + miny = dstrect->y - 0.5f; + maxx = dstrect->x + dstrect->w - 0.5f; + maxy = dstrect->y + dstrect->h - 0.5f; + + minu = (float) srcrect->x / texture->w; + maxu = (float) (srcrect->x + srcrect->w) / texture->w; + minv = (float) srcrect->y / texture->h; + maxv = (float) (srcrect->y + srcrect->h) / texture->h; + + color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b); + + vertices[0].x = minx; + vertices[0].y = miny; + vertices[0].z = 0.0f; + vertices[0].color = color; + vertices[0].u = minu; + vertices[0].v = minv; + + vertices[1].x = maxx; + vertices[1].y = miny; + vertices[1].z = 0.0f; + vertices[1].color = color; + vertices[1].u = maxu; + vertices[1].v = minv; + + vertices[2].x = maxx; + vertices[2].y = maxy; + vertices[2].z = 0.0f; + vertices[2].color = color; + vertices[2].u = maxu; + vertices[2].v = maxv; + + vertices[3].x = minx; + vertices[3].y = maxy; + vertices[3].z = 0.0f; + vertices[3].color = color; + vertices[3].u = minu; + vertices[3].v = maxv; + + D3D_SetBlendMode(data, texture->blendMode); + + if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) { + return -1; + } + + if (shader) { + result = IDirect3DDevice9_SetPixelShader(data->device, shader); + if (FAILED(result)) { + return D3D_SetError("SetShader()", result); + } + } + result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, + vertices, sizeof(*vertices)); + if (FAILED(result)) { + D3D_SetError("DrawPrimitiveUP()", result); + } + if (shader) { + IDirect3DDevice9_SetPixelShader(data->device, NULL); + } + return FAILED(result) ? -1 : 0; +} + + +static int +D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect, + const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + LPDIRECT3DPIXELSHADER9 shader = NULL; + float minx, miny, maxx, maxy; + float minu, maxu, minv, maxv; + float centerx, centery; + DWORD color; + Vertex vertices[4]; + Float4X4 modelMatrix; + HRESULT result; + + if (D3D_ActivateRenderer(renderer) < 0) { + return -1; + } + + centerx = center->x; + centery = center->y; + + minx = -centerx; + maxx = dstrect->w - centerx; + miny = -centery; + maxy = dstrect->h - centery; + + minu = (float) srcrect->x / texture->w; + maxu = (float) (srcrect->x + srcrect->w) / texture->w; + minv = (float) srcrect->y / texture->h; + maxv = (float) (srcrect->y + srcrect->h) / texture->h; + + if (flip & SDL_FLIP_HORIZONTAL) { + float tmp = maxu; + maxu = minu; + minu = tmp; + } + if (flip & SDL_FLIP_VERTICAL) { + float tmp = maxv; + maxv = minv; + minv = tmp; + } + + color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b); + + vertices[0].x = minx; + vertices[0].y = miny; + vertices[0].z = 0.0f; + vertices[0].color = color; + vertices[0].u = minu; + vertices[0].v = minv; + + vertices[1].x = maxx; + vertices[1].y = miny; + vertices[1].z = 0.0f; + vertices[1].color = color; + vertices[1].u = maxu; + vertices[1].v = minv; + + vertices[2].x = maxx; + vertices[2].y = maxy; + vertices[2].z = 0.0f; + vertices[2].color = color; + vertices[2].u = maxu; + vertices[2].v = maxv; + + vertices[3].x = minx; + vertices[3].y = maxy; + vertices[3].z = 0.0f; + vertices[3].color = color; + vertices[3].u = minu; + vertices[3].v = maxv; + + D3D_SetBlendMode(data, texture->blendMode); + + if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) { + return -1; + } + + /* Rotate and translate */ + modelMatrix = MatrixMultiply( + MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), + MatrixTranslation(dstrect->x + center->x - 0.5f, dstrect->y + center->y - 0.5f, 0)); + IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix); + + if (shader) { + result = IDirect3DDevice9_SetPixelShader(data->device, shader); + if (FAILED(result)) { + D3D_SetError("SetShader()", result); + goto done; + } + } + result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, + vertices, sizeof(*vertices)); + if (FAILED(result)) { + D3D_SetError("DrawPrimitiveUP()", result); + } +done: + if (shader) { + IDirect3DDevice9_SetPixelShader(data->device, NULL); + } + + modelMatrix = MatrixIdentity(); + IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix); + + return FAILED(result) ? -1 : 0; +} + +static int +D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 format, void * pixels, int pitch) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + D3DSURFACE_DESC desc; + LPDIRECT3DSURFACE9 backBuffer; + LPDIRECT3DSURFACE9 surface; + RECT d3drect; + D3DLOCKED_RECT locked; + HRESULT result; + + if (data->currentRenderTarget) { + backBuffer = data->currentRenderTarget; + } else { + backBuffer = data->defaultRenderTarget; + } + + result = IDirect3DSurface9_GetDesc(backBuffer, &desc); + if (FAILED(result)) { + IDirect3DSurface9_Release(backBuffer); + return D3D_SetError("GetDesc()", result); + } + + result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL); + if (FAILED(result)) { + IDirect3DSurface9_Release(backBuffer); + return D3D_SetError("CreateOffscreenPlainSurface()", result); + } + + result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface); + if (FAILED(result)) { + IDirect3DSurface9_Release(surface); + IDirect3DSurface9_Release(backBuffer); + return D3D_SetError("GetRenderTargetData()", result); + } + + d3drect.left = rect->x; + d3drect.right = rect->x + rect->w; + d3drect.top = rect->y; + d3drect.bottom = rect->y + rect->h; + + result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY); + if (FAILED(result)) { + IDirect3DSurface9_Release(surface); + IDirect3DSurface9_Release(backBuffer); + return D3D_SetError("LockRect()", result); + } + + SDL_ConvertPixels(rect->w, rect->h, + D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch, + format, pixels, pitch); + + IDirect3DSurface9_UnlockRect(surface); + + IDirect3DSurface9_Release(surface); + + return 0; +} + +static void +D3D_RenderPresent(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + HRESULT result; + + if (!data->beginScene) { + IDirect3DDevice9_EndScene(data->device); + data->beginScene = SDL_TRUE; + } + + result = IDirect3DDevice9_TestCooperativeLevel(data->device); + if (result == D3DERR_DEVICELOST) { + /* We'll reset later */ + return; + } + if (result == D3DERR_DEVICENOTRESET) { + D3D_Reset(renderer); + } + result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL); + if (FAILED(result)) { + D3D_SetError("Present()", result); + } +} + +static void +D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + D3D_TextureData *data = (D3D_TextureData *) texture->driverdata; + + if (!data) { + return; + } + D3D_DestroyTextureRep(&data->texture); + D3D_DestroyTextureRep(&data->utexture); + D3D_DestroyTextureRep(&data->vtexture); + SDL_free(data->pixels); + SDL_free(data); + texture->driverdata = NULL; +} + +static void +D3D_DestroyRenderer(SDL_Renderer * renderer) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + + if (data) { + int i; + + /* Release the render target */ + if (data->defaultRenderTarget) { + IDirect3DSurface9_Release(data->defaultRenderTarget); + data->defaultRenderTarget = NULL; + } + if (data->currentRenderTarget != NULL) { + IDirect3DSurface9_Release(data->currentRenderTarget); + data->currentRenderTarget = NULL; + } + for (i = 0; i < SDL_arraysize(data->shaders); ++i) { + if (data->shaders[i]) { + IDirect3DPixelShader9_Release(data->shaders[i]); + data->shaders[i] = NULL; + } + } + if (data->device) { + IDirect3DDevice9_Release(data->device); + data->device = NULL; + } + if (data->d3d) { + IDirect3D9_Release(data->d3d); + SDL_UnloadObject(data->d3dDLL); + } + SDL_free(data); + } + SDL_free(renderer); +} +#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ + +#ifdef __WIN32__ +/* This function needs to always exist on Windows, for the Dynamic API. */ +IDirect3DDevice9 * +SDL_RenderGetD3D9Device(SDL_Renderer * renderer) +{ + IDirect3DDevice9 *device = NULL; + +#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + + /* Make sure that this is a D3D renderer */ + if (renderer->DestroyRenderer != D3D_DestroyRenderer) { + SDL_SetError("Renderer is not a D3D renderer"); + return NULL; + } + + device = data->device; + if (device) { + IDirect3DDevice9_AddRef(device); + } +#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ + + return device; +} +#endif /* __WIN32__ */ + +/* vi: set ts=4 sw=4 expandtab: */ |