#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_D3D
#include "../../core/windows/SDL_windows.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include "../../video/windows/SDL_windowsvideo.h"
#include "../../video/SDL_pixels_c.h"
#define D3D_DEBUG_INFO
#include <d3d9.h>
#include "SDL_shaders_d3d.h"
typedef struct
{
SDL_Rect viewport;
bool viewport_dirty;
SDL_Texture *texture;
SDL_BlendMode blend;
bool cliprect_enabled;
bool cliprect_enabled_dirty;
SDL_Rect cliprect;
bool cliprect_dirty;
D3D9_Shader shader;
const float *shader_params;
bool texture_state_dirty;
} D3D_DrawStateCache;
typedef struct
{
bool dirty;
int w, h;
DWORD usage;
Uint32 format;
D3DFORMAT d3dfmt;
IDirect3DTexture9 *texture;
IDirect3DTexture9 *staging;
} D3D_TextureRep;
struct D3D_PaletteData
{
D3D_TextureRep texture;
struct D3D_PaletteData *prev;
struct D3D_PaletteData *next;
};
typedef struct D3D_PaletteData D3D_PaletteData;
typedef struct
{
void *d3dDLL;
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
UINT adapter;
D3DPRESENT_PARAMETERS pparams;
bool updateSize;
bool beginScene;
bool enableSeparateAlphaBlend;
SDL_ScaleMode scaleMode[3];
SDL_TextureAddressMode addressModeU[3];
SDL_TextureAddressMode addressModeV[3];
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
void *d3dxDLL;
LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8];
size_t vertexBufferSize[8];
int currentVertexBuffer;
bool reportedVboProblem;
D3D_DrawStateCache drawstate;
D3D_PaletteData *palettes;
} D3D_RenderData;
typedef struct
{
D3D_TextureRep texture;
UINT shader_params_length;
const float *shader_params;
float palette_shader_params[4];
#ifdef SDL_HAVE_YUV
bool yuv;
D3D_TextureRep utexture;
D3D_TextureRep vtexture;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
#endif
} D3D_TextureData;
typedef struct
{
float x, y, z;
DWORD color;
float u, v;
} Vertex;
static bool 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_XRGB8888:
return D3DFMT_X8R8G8B8;
case SDL_PIXELFORMAT_ARGB8888:
return D3DFMT_A8R8G8B8;
case SDL_PIXELFORMAT_INDEX8:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return D3DFMT_L8;
default:
return D3DFMT_UNKNOWN;
}
}
static SDL_PixelFormat D3DFMTToPixelFormat(D3DFORMAT format)
{
switch (format) {
case D3DFMT_R5G6B5:
return SDL_PIXELFORMAT_RGB565;
case D3DFMT_X8R8G8B8:
return SDL_PIXELFORMAT_XRGB8888;
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_SetPixelShader(device, NULL);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DDevice9_SetTexture(device, 1, NULL);
IDirect3DDevice9_SetTexture(device, 2, NULL);
IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
D3DTA_DIFFUSE);
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
}
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
D3DTOP_DISABLE);
SDL_zero(matrix);
matrix.m[0][0] = 1.0f;
matrix.m[1][1] = 1.0f;
matrix.m[2][2] = 1.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
for (int i = 0; i < SDL_arraysize(data->scaleMode); ++i) {
data->scaleMode[i] = SDL_SCALEMODE_INVALID;
}
for (int i = 0; i < SDL_arraysize(data->addressModeU); ++i) {
data->addressModeU[i] = SDL_TEXTURE_ADDRESS_INVALID;
}
for (int i = 0; i < SDL_arraysize(data->addressModeV); ++i) {
data->addressModeV[i] = SDL_TEXTURE_ADDRESS_INVALID;
}
data->beginScene = true;
}
static bool D3D_Reset(SDL_Renderer *renderer);
static bool D3D_ActivateRenderer(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
HRESULT result;
if (data->updateSize) {
SDL_Window *window = renderer->window;
int w, h;
const SDL_DisplayMode *fullscreen_mode = NULL;
SDL_GetWindowSizeInPixels(window, &w, &h);
data->pparams.BackBufferWidth = w;
data->pparams.BackBufferHeight = h;
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
fullscreen_mode = SDL_GetWindowFullscreenMode(window);
}
if (fullscreen_mode) {
data->pparams.Windowed = FALSE;
data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format);
data->pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate);
} else {
data->pparams.Windowed = TRUE;
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
data->pparams.FullScreen_RefreshRateInHz = 0;
}
if (!D3D_Reset(renderer)) {
return false;
}
data->updateSize = false;
}
if (data->beginScene) {
result = IDirect3DDevice9_BeginScene(data->device);
if (result == D3DERR_DEVICELOST) {
if (!D3D_Reset(renderer)) {
return false;
}
result = IDirect3DDevice9_BeginScene(data->device);
}
if (FAILED(result)) {
return D3D_SetError("BeginScene()", result);
}
data->beginScene = false;
}
return true;
}
static void D3D_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
data->updateSize = 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:
break;
}
return (D3DBLEND)0;
}
static D3DBLENDOP GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return D3DBLENDOP_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return D3DBLENDOP_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return D3DBLENDOP_REVSUBTRACT;
case SDL_BLENDOPERATION_MINIMUM:
return D3DBLENDOP_MIN;
case SDL_BLENDOPERATION_MAXIMUM:
return D3DBLENDOP_MAX;
default:
break;
}
return (D3DBLENDOP)0;
}
static bool D3D_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
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) ||
!GetBlendEquation(colorOperation) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
!GetBlendEquation(alphaOperation)) {
return false;
}
if (!data->enableSeparateAlphaBlend) {
if ((srcColorFactor != srcAlphaFactor) || (dstColorFactor != dstAlphaFactor) || (colorOperation != alphaOperation)) {
return false;
}
}
return true;
}
static bool D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h)
{
HRESULT result;
texture->dirty = 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 true;
}
static bool D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{
HRESULT result;
if (!texture->staging) {
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 true;
}
static bool 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 = true;
}
return true;
}
static bool 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)) {
return false;
}
d3drect.left = x;
d3drect.right = (LONG)x + w;
d3drect.top = y;
d3drect.bottom = (LONG)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, (size_t)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 = true;
return true;
}
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 bool D3D_CreatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_PaletteData *palettedata = (D3D_PaletteData *)SDL_calloc(1, sizeof(*palettedata));
if (!palettedata) {
return false;
}
palette->internal = palettedata;
if (!D3D_CreateTextureRep(data->device, &palettedata->texture, 0, SDL_PIXELFORMAT_ARGB8888, D3DFMT_A8R8G8B8, 256, 1)) {
SDL_free(palettedata);
return false;
}
if (data->palettes) {
palettedata->next = data->palettes;
data->palettes->prev = palettedata;
}
data->palettes = palettedata;
return true;
}
static bool D3D_UpdatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette, int ncolors, SDL_Color *colors)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_PaletteData *palettedata = (D3D_PaletteData *)palette->internal;
bool retval;
Uint32 *entries = SDL_stack_alloc(Uint32, ncolors);
if (!entries) {
return false;
}
for (int i = 0; i < ncolors; ++i) {
entries[i] = (colors[i].a << 24) | (colors[i].r << 16) | (colors[i].g << 8) | colors[i].b;
}
retval = D3D_UpdateTextureRep(data->device, &palettedata->texture, 0, 0, ncolors, 1, entries, ncolors * sizeof(*entries));
SDL_stack_free(entries);
return retval;
}
static void D3D_DestroyPalette(SDL_Renderer *renderer, SDL_TexturePalette *palette)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_PaletteData *palettedata = (D3D_PaletteData *)palette->internal;
if (palettedata) {
D3D_DestroyTextureRep(&palettedata->texture);
if (data->palettes == palettedata) {
data->palettes = palettedata->next;
} else if (palettedata->prev) {
palettedata->prev->next = palettedata->next;
}
if (palettedata->next) {
palettedata->next->prev = palettedata->prev;
}
SDL_free(palettedata);
}
}
static bool D3D_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, const void *pixels, int pitch)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return SDL_SetError("Texture is not currently available");
}
if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch)) {
return false;
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
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)) {
return false;
}
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)) {
return false;
}
}
#endif
return true;
}
static bool D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata;
DWORD usage;
texturedata = (D3D_TextureData *)SDL_calloc(1, sizeof(*texturedata));
if (!texturedata) {
return false;
}
texture->internal = 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)) {
return false;
}
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
texturedata->shader_params_length = 1; texturedata->shader_params = texturedata->palette_shader_params;
texturedata->palette_shader_params[0] = 1.0f / texture->w;
texturedata->palette_shader_params[1] = 1.0f / texture->h;
texturedata->palette_shader_params[2] = texture->w;
texturedata->palette_shader_params[3] = texture->h;
}
#ifdef SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
texturedata->yuv = true;
if (!D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) {
return false;
}
if (!D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) {
return false;
}
texturedata->shader_params_length = 4; texturedata->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8);
if (texturedata->shader_params == NULL) {
return SDL_SetError("Unsupported YUV colorspace");
}
}
#endif
return true;
}
static bool D3D_RecreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return true;
}
if (!D3D_RecreateTextureRep(data->device, &texturedata->texture)) {
return false;
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
if (!D3D_RecreateTextureRep(data->device, &texturedata->utexture)) {
return false;
}
if (!D3D_RecreateTextureRep(data->device, &texturedata->vtexture)) {
return false;
}
}
#endif
return true;
}
#ifdef SDL_HAVE_YUV
static bool 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->internal;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return SDL_SetError("Texture is not currently available");
}
if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) {
return false;
}
if (!D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) {
return false;
}
if (!D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) {
return false;
}
return true;
}
#endif
static bool D3D_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, void **pixels, int *pitch)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
IDirect3DDevice9 *device = data->device;
if (!texturedata) {
return SDL_SetError("Texture is not currently available");
}
#ifdef SDL_HAVE_YUV
texturedata->locked_rect = *rect;
if (texturedata->yuv) {
if (!texturedata->pixels) {
texturedata->pitch = texture->w;
texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2);
if (!texturedata->pixels) {
return false;
}
}
*pixels =
(void *)(texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = texturedata->pitch;
} else
#endif
{
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
if (!D3D_CreateStagingTexture(device, &texturedata->texture)) {
return false;
}
d3drect.left = rect->x;
d3drect.right = (LONG)rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = (LONG)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 true;
}
static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return;
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
const SDL_Rect *rect = &texturedata->locked_rect;
void *pixels =
(void *)(texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch);
} else
#endif
{
IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0);
texturedata->texture.dirty = true;
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
data->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(data->device, NULL);
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
}
}
static bool D3D_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3D_TextureData *texturedata;
D3D_TextureRep *texturerep;
HRESULT result;
IDirect3DDevice9 *device = data->device;
if (data->currentRenderTarget) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
if (!texture) {
IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
return true;
}
texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return SDL_SetError("Texture is not currently available");
}
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 = 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 true;
}
static bool D3D_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (!D3D_ActivateRenderer(renderer)) {
return false;
}
return D3D_SetRenderTargetInternal(renderer, texture);
}
static bool D3D_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
return true; }
static bool D3D_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.draw.color.r * cmd->data.draw.color_scale,
cmd->data.draw.color.g * cmd->data.draw.color_scale,
cmd->data.draw.color.b * cmd->data.draw.color_scale,
cmd->data.draw.color.a);
const size_t vertslen = count * sizeof(Vertex);
Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
return false;
}
SDL_memset(verts, '\0', vertslen);
cmd->data.draw.count = count;
for (i = 0; i < count; i++, verts++, points++) {
verts->x = points->x;
verts->y = points->y;
verts->color = color;
}
return true;
}
static bool D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(Vertex), 0, &cmd->data.draw.first);
const float color_scale = cmd->data.draw.color_scale;
if (!verts) {
return false;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_FColor *col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char *)xy + j * xy_stride);
col_ = (SDL_FColor *)((char *)color + j * color_stride);
verts->x = xy_[0] * scale_x - 0.5f;
verts->y = xy_[1] * scale_y - 0.5f;
verts->z = 0.0f;
verts->color = D3DCOLOR_COLORVALUE(col_->r * color_scale, col_->g * color_scale, col_->b * color_scale, col_->a);
if (texture) {
float *uv_ = (float *)((char *)uv + j * uv_stride);
verts->u = uv_[0];
verts->v = uv_[1];
} else {
verts->u = 0.0f;
verts->v = 0.0f;
}
verts += 1;
}
return true;
}
static bool UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{
if (texture->dirty && texture->staging) {
HRESULT result;
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 = false;
}
return true;
}
static bool BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
{
HRESULT result;
UpdateDirtyTexture(device, texture);
result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture);
if (FAILED(result)) {
return D3D_SetError("SetTexture()", result);
}
return true;
}
static void UpdateTextureScaleMode(D3D_RenderData *data, SDL_ScaleMode scaleMode, unsigned index)
{
if (scaleMode != data->scaleMode[index]) {
switch (scaleMode) {
case SDL_SCALEMODE_PIXELART:
case SDL_SCALEMODE_NEAREST:
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
break;
case SDL_SCALEMODE_LINEAR:
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
break;
default:
break;
}
data->scaleMode[index] = scaleMode;
}
}
static DWORD TranslateAddressMode(SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
return D3DTADDRESS_CLAMP;
case SDL_TEXTURE_ADDRESS_WRAP:
return D3DTADDRESS_WRAP;
default:
SDL_assert(!"Unknown texture address mode");
return D3DTADDRESS_CLAMP;
}
}
static void UpdateTextureAddressMode(D3D_RenderData *data, SDL_TextureAddressMode addressModeU, SDL_TextureAddressMode addressModeV, unsigned index)
{
if (addressModeU != data->addressModeU[index]) {
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, TranslateAddressMode(addressModeU));
data->addressModeU[index] = addressModeU;
}
if (addressModeV != data->addressModeV[index]) {
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, TranslateAddressMode(addressModeV));
data->addressModeV[index] = addressModeV;
}
}
static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_ScaleMode scale_mode, D3D9_Shader *shader, const float **shader_params)
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (!texturedata) {
return SDL_SetError("Texture is not currently available");
}
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
if (scale_mode == SDL_SCALEMODE_LINEAR) {
*shader = SHADER_PALETTE_LINEAR;
} else {
*shader = SHADER_PALETTE_NEAREST;
}
#ifdef SDL_HAVE_YUV
} else if (texturedata->yuv) {
*shader = SHADER_YUV;
#endif }
*shader_params = texturedata->shader_params;
if (!BindTextureRep(data->device, &texturedata->texture, 0)) {
return false;
}
if (texture->palette) {
D3D_PaletteData *palette = (D3D_PaletteData *)texture->palette->internal;
if (!BindTextureRep(data->device, &palette->texture, 1)) {
return false;
}
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
if (!BindTextureRep(data->device, &texturedata->utexture, 1)) {
return false;
}
if (!BindTextureRep(data->device, &texturedata->vtexture, 2)) {
return false;
}
}
#endif
return true;
}
static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
if (texture != data->drawstate.texture || data->drawstate.texture_state_dirty) {
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL;
D3D9_Shader shader = SHADER_NONE;
const float *shader_params = NULL;
if (!texture) {
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
if ((!newtexturedata || !texture->palette) &&
((oldtexturedata && data->drawstate.texture->palette) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
}
#ifdef SDL_HAVE_YUV
if ((!newtexturedata || !newtexturedata->yuv) && ((oldtexturedata && oldtexturedata->yuv) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
#endif
if (texture && !SetupTextureState(data, texture, cmd->data.draw.texture_scale_mode, &shader, &shader_params)) {
return false;
}
if (shader != data->drawstate.shader || data->drawstate.texture_state_dirty) {
const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, data->shaders[shader]);
if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
}
data->drawstate.shader = shader;
}
if (shader_params != data->drawstate.shader_params || data->drawstate.texture_state_dirty) {
if (shader_params) {
const UINT shader_params_length = 4; const HRESULT result = IDirect3DDevice9_SetPixelShaderConstantF(data->device, 0, shader_params, shader_params_length);
if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShaderConstantF()", result);
}
}
data->drawstate.shader_params = shader_params;
}
data->drawstate.texture = texture;
data->drawstate.texture_state_dirty = false;
} else if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (texturedata) {
UpdateDirtyTexture(data->device, &texturedata->texture);
if (texture->palette) {
D3D_PaletteData *palettedata = (D3D_PaletteData *)texture->palette->internal;
UpdateDirtyTexture(data->device, &palettedata->texture);
}
#ifdef SDL_HAVE_YUV
if (texturedata->yuv) {
UpdateDirtyTexture(data->device, &texturedata->utexture);
UpdateDirtyTexture(data->device, &texturedata->vtexture);
}
#endif }
}
if (texture) {
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 0);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 0);
#ifdef SDL_HAVE_YUV
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (texturedata && texturedata->yuv) {
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 1);
UpdateTextureScaleMode(data, cmd->data.draw.texture_scale_mode, 2);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 1);
UpdateTextureAddressMode(data, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v, 2);
}
#endif }
if (blend != data->drawstate.blend) {
if (blend == 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(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOP,
GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOPALPHA,
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
}
}
data->drawstate.blend = blend;
}
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
D3DVIEWPORT9 d3dviewport;
d3dviewport.X = viewport->x;
d3dviewport.Y = viewport->y;
d3dviewport.Width = viewport->w;
d3dviewport.Height = viewport->h;
d3dviewport.MinZ = 0.0f;
d3dviewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &d3dviewport);
if (viewport->w && viewport->h) {
D3DMATRIX d3dmatrix;
SDL_zero(d3dmatrix);
d3dmatrix.m[0][0] = 2.0f / viewport->w;
d3dmatrix.m[1][1] = -2.0f / viewport->h;
d3dmatrix.m[2][2] = 1.0f;
d3dmatrix.m[3][0] = -1.0f;
d3dmatrix.m[3][1] = 1.0f;
d3dmatrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &d3dmatrix);
}
data->drawstate.viewport_dirty = false;
}
if (data->drawstate.cliprect_enabled_dirty) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE);
data->drawstate.cliprect_enabled_dirty = false;
}
if (data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
RECT d3drect;
d3drect.left = (LONG)viewport->x + rect->x;
d3drect.top = (LONG)viewport->y + rect->y;
d3drect.right = (LONG)viewport->x + rect->x + rect->w;
d3drect.bottom = (LONG)viewport->y + rect->y + rect->h;
IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
data->drawstate.cliprect_dirty = false;
}
return true;
}
static void D3D_InvalidateCachedState(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
data->drawstate.viewport_dirty = true;
data->drawstate.cliprect_enabled_dirty = true;
data->drawstate.cliprect_dirty = true;
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
data->drawstate.texture_state_dirty = true;
}
static bool D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
const int vboidx = data->currentVertexBuffer;
IDirect3DVertexBuffer9 *vbo = NULL;
const bool istarget = renderer->target != NULL;
if (!D3D_ActivateRenderer(renderer)) {
return false;
}
if (vertsize > 0) {
vbo = data->vertexBuffers[vboidx];
if (data->vertexBufferSize[vboidx] < vertsize) {
const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
if (vbo) {
IDirect3DVertexBuffer9_Release(vbo);
}
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT)vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
}
if (vbo) {
void *ptr;
if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT)vertsize, &ptr, D3DLOCK_DISCARD))) {
vbo = NULL; } else {
SDL_memcpy(ptr, vertices, vertsize);
if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
vbo = NULL; }
}
}
if (vbo) {
data->currentVertexBuffer++;
if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
data->currentVertexBuffer = 0;
}
} else if (!data->reportedVboProblem) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
data->reportedVboProblem = true;
}
}
IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof(Vertex));
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR:
{
break; }
case SDL_RENDERCMD_SETVIEWPORT:
{
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
SDL_copyp(viewport, &cmd->data.viewport.rect);
data->drawstate.viewport_dirty = true;
data->drawstate.cliprect_dirty = true;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT:
{
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = true;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
SDL_copyp(&data->drawstate.cliprect, rect);
data->drawstate.cliprect_dirty = true;
}
break;
}
case SDL_RENDERCMD_CLEAR:
{
const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.color.color.r * cmd->data.color.color_scale,
cmd->data.color.color.g * cmd->data.color.color_scale,
cmd->data.color.color.b * cmd->data.color.color_scale,
cmd->data.color.color.a);
const SDL_Rect *viewport = &data->drawstate.viewport;
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
const bool viewport_equal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh));
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
if (!data->drawstate.viewport_dirty && viewport_equal) {
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} else {
D3DVIEWPORT9 wholeviewport = { 0, 0, 0, 0, 0.0f, 1.0f };
wholeviewport.Width = backw;
wholeviewport.Height = backh;
IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
data->drawstate.viewport_dirty = true; IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
}
break;
}
case SDL_RENDERCMD_DRAW_LINES:
{
size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof(Vertex);
const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first);
SetDrawState(data, cmd);
size_t line_start = 0;
size_t line_end = line_start + count - 1;
if (count == 2 || verts[line_start].x != verts[line_end].x || verts[line_start].y != verts[line_end].y) {
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(start + line_end), 1);
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[line_end], sizeof(Vertex));
}
}
if (count > 2) {
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT)start, (UINT)(count - 1));
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT)(count - 1), verts, sizeof(Vertex));
}
} else {
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd;
SDL_BlendMode thisblend = cmd->data.draw.blend;
for (nextcmd = cmd->next; nextcmd; nextcmd = nextcmd->next) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
if (nextcmdtype == SDL_RENDERCMD_SETDRAWCOLOR) {
continue;
}
break; } else if (nextcmd->data.draw.count != 2) {
break; } else if (nextcmd->data.draw.blend != thisblend) {
break; } else {
finalcmd = nextcmd;
line_start = count;
line_end = line_start + nextcmd->data.draw.count - 1;
if (verts[line_start].x != verts[line_end].x || verts[line_start].y != verts[line_end].y) {
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(start + line_end), 1);
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[line_end], sizeof(Vertex));
}
}
count += nextcmd->data.draw.count;
}
}
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINELIST, (UINT)start, (UINT)(count - 1));
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINELIST, (UINT)(count - 1), verts, sizeof(Vertex));
}
cmd = finalcmd; }
break;
}
case SDL_RENDERCMD_FILL_RECTS: break;
case SDL_RENDERCMD_COPY: break;
case SDL_RENDERCMD_COPY_EX: break;
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_GEOMETRY:
{
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode_u = cmd->data.draw.texture_address_mode_u;
SDL_TextureAddressMode thisaddressmode_v = cmd->data.draw.texture_address_mode_v;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd;
size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof(Vertex);
const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first);
for (nextcmd = cmd->next; nextcmd; nextcmd = nextcmd->next) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
if (nextcmdtype == SDL_RENDERCMD_SETDRAWCOLOR) {
continue;
}
break; } else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode_u != thisaddressmode_u ||
nextcmd->data.draw.texture_address_mode_v != thisaddressmode_v ||
nextcmd->data.draw.blend != thisblend) {
break; } else {
finalcmd = nextcmd; count += nextcmd->data.draw.count;
}
}
SetDrawState(data, cmd);
if (thiscmdtype == SDL_RENDERCMD_GEOMETRY) {
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT)start, (UINT)count / 3);
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT)count / 3, verts, sizeof(Vertex));
}
} else {
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)start, (UINT)count);
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT)count, verts, sizeof(Vertex));
}
}
cmd = finalcmd; break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return true;
}
static SDL_Surface *D3D_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
D3DSURFACE_DESC desc;
LPDIRECT3DSURFACE9 backBuffer;
LPDIRECT3DSURFACE9 surface;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
SDL_Surface *output;
if (data->currentRenderTarget) {
backBuffer = data->currentRenderTarget;
} else {
backBuffer = data->defaultRenderTarget;
}
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
if (FAILED(result)) {
D3D_SetError("GetDesc()", result);
return NULL;
}
result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
if (FAILED(result)) {
D3D_SetError("CreateOffscreenPlainSurface()", result);
return NULL;
}
result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
if (FAILED(result)) {
IDirect3DSurface9_Release(surface);
D3D_SetError("GetRenderTargetData()", result);
return NULL;
}
d3drect.left = rect->x;
d3drect.right = (LONG)rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = (LONG)rect->y + rect->h;
result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
if (FAILED(result)) {
IDirect3DSurface9_Release(surface);
D3D_SetError("LockRect()", result);
return NULL;
}
output = SDL_DuplicatePixels(rect->w, rect->h, D3DFMTToPixelFormat(desc.Format), SDL_COLORSPACE_SRGB, locked.pBits, locked.Pitch);
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
return output;
}
static bool D3D_RenderPresent(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
HRESULT result;
if (!data->beginScene) {
IDirect3DDevice9_EndScene(data->device);
data->beginScene = true;
}
result = IDirect3DDevice9_TestCooperativeLevel(data->device);
if (result == D3DERR_DEVICELOST) {
return false;
}
if (result == D3DERR_DEVICENOTRESET) {
D3D_Reset(renderer);
}
result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
if (FAILED(result)) {
return D3D_SetError("Present()", result);
}
return true;
}
static void D3D_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D_RenderData *renderdata = (D3D_RenderData *)renderer->internal;
D3D_TextureData *data = (D3D_TextureData *)texture->internal;
if (renderdata->drawstate.texture == texture) {
renderdata->drawstate.texture = NULL;
renderdata->drawstate.shader = SHADER_NONE;
renderdata->drawstate.shader_params = NULL;
renderdata->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(renderdata->device, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL);
if (texture->palette) {
IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL);
}
#ifdef SDL_HAVE_YUV
if (data && data->yuv) {
IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL);
}
#endif
}
if (!data) {
return;
}
D3D_DestroyTextureRep(&data->texture);
#ifdef SDL_HAVE_YUV
D3D_DestroyTextureRep(&data->utexture);
D3D_DestroyTextureRep(&data->vtexture);
SDL_free(data->pixels);
#endif
SDL_free(data);
texture->internal = NULL;
}
static void D3D_DestroyRenderer(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
if (data) {
int i;
SDL_assert(!data->palettes);
if (data->defaultRenderTarget) {
IDirect3DSurface9_Release(data->defaultRenderTarget);
data->defaultRenderTarget = NULL;
}
if (data->currentRenderTarget) {
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;
}
}
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
if (data->vertexBuffers[i]) {
IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]);
}
data->vertexBuffers[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);
}
}
static bool D3D_Reset(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
const Float4X4 d3dmatrix = MatrixIdentity();
HRESULT result;
SDL_Texture *texture;
D3D_PaletteData *palette;
int i;
if (!data->beginScene) {
IDirect3DDevice9_EndScene(data->device);
data->beginScene = true;
}
if (data->defaultRenderTarget) {
IDirect3DSurface9_Release(data->defaultRenderTarget);
data->defaultRenderTarget = NULL;
}
if (data->currentRenderTarget) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_DestroyTexture(renderer, texture);
} else {
D3D_RecreateTexture(renderer, texture);
}
}
for (palette = data->palettes; palette; palette = palette->next) {
D3D_RecreateTextureRep(data->device, &palette->texture);
}
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
if (data->vertexBuffers[i]) {
IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]);
}
data->vertexBuffers[i] = NULL;
data->vertexBufferSize[i] = 0;
}
result = IDirect3DDevice9_Reset(data->device, &data->pparams);
if (FAILED(result)) {
if (result == D3DERR_DEVICELOST) {
return true;
} else {
return D3D_SetError("Reset()", result);
}
}
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_CreateTexture(renderer, texture, 0);
}
}
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
D3D_InitRenderState(data);
D3D_SetRenderTargetInternal(renderer, renderer->target);
D3D_InvalidateCachedState(renderer);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX *)&d3dmatrix);
{
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_RENDER_TARGETS_RESET;
event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
SDL_PushEvent(&event);
}
return true;
}
static bool D3D_SetVSync(SDL_Renderer *renderer, const int vsync)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->internal;
DWORD PresentationInterval;
switch (vsync) {
case 0:
PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
break;
case 1:
PresentationInterval = D3DPRESENT_INTERVAL_ONE;
break;
case 2:
PresentationInterval = D3DPRESENT_INTERVAL_TWO;
break;
case 3:
PresentationInterval = D3DPRESENT_INTERVAL_THREE;
break;
case 4:
PresentationInterval = D3DPRESENT_INTERVAL_FOUR;
break;
default:
return SDL_Unsupported();
}
D3DCAPS9 caps;
HRESULT result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
if (FAILED(result)) {
return D3D_SetError("GetDeviceCaps()", result);
}
if (!(caps.PresentationIntervals & PresentationInterval)) {
return SDL_Unsupported();
}
data->pparams.PresentationInterval = PresentationInterval;
if (!D3D_Reset(renderer)) {
return false;
}
return true;
}
static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
{
D3D_RenderData *data;
HRESULT result;
HWND hwnd;
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
D3DCAPS9 caps;
DWORD device_flags;
int w, h;
SDL_DisplayID displayID;
const SDL_DisplayMode *fullscreen_mode = NULL;
hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
if (!hwnd) {
return SDL_SetError("Couldn't get window handle");
}
SDL_SetupRendererColorspace(renderer, create_props);
if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
return SDL_SetError("Unsupported output colorspace");
}
data = (D3D_RenderData *)SDL_calloc(1, sizeof(*data));
if (!data) {
return false;
}
if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
SDL_free(data);
return SDL_SetError("Unable to create Direct3D interface");
}
renderer->WindowEvent = D3D_WindowEvent;
renderer->SupportsBlendMode = D3D_SupportsBlendMode;
renderer->CreatePalette = D3D_CreatePalette;
renderer->UpdatePalette = D3D_UpdatePalette;
renderer->DestroyPalette = D3D_DestroyPalette;
renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
#ifdef SDL_HAVE_YUV
renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
#endif
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetRenderTarget = D3D_SetRenderTarget;
renderer->QueueSetViewport = D3D_QueueNoOp;
renderer->QueueSetDrawColor = D3D_QueueNoOp;
renderer->QueueDrawPoints = D3D_QueueDrawPoints;
renderer->QueueDrawLines = D3D_QueueDrawPoints; renderer->QueueGeometry = D3D_QueueGeometry;
renderer->InvalidateCachedState = D3D_InvalidateCachedState;
renderer->RunCommandQueue = D3D_RunCommandQueue;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->SetVSync = D3D_SetVSync;
renderer->internal = data;
D3D_InvalidateCachedState(renderer);
renderer->name = D3D_RenderDriver.name;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
SDL_GetWindowSizeInPixels(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
fullscreen_mode = SDL_GetWindowFullscreenMode(window);
}
SDL_zero(pparams);
pparams.hDeviceWindow = hwnd;
pparams.BackBufferWidth = w;
pparams.BackBufferHeight = h;
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (fullscreen_mode) {
pparams.Windowed = FALSE;
pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format);
pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate);
} else {
pparams.Windowed = TRUE;
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
pparams.FullScreen_RefreshRateInHz = 0;
}
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
displayID = SDL_GetDisplayForWindow(window);
data->adapter = SDL_GetDirect3D9AdapterIndex(displayID);
result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
if (FAILED(result)) {
return D3D_SetError("GetDeviceCaps()", result);
}
device_flags = D3DCREATE_FPU_PRESERVE;
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
} else {
device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) {
if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) {
renderer->npot_texture_wrap_unsupported = true;
} else {
return SDL_SetError("Non-power-of-two textures are not supported");
}
}
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) {
device_flags |= D3DCREATE_MULTITHREADED;
}
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
pparams.hDeviceWindow,
device_flags,
&pparams, &data->device);
if (FAILED(result)) {
return D3D_SetError("CreateDevice()", result);
}
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
if (FAILED(result)) {
return D3D_SetError("GetSwapChain()", result);
}
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
if (FAILED(result)) {
IDirect3DSwapChain9_Release(chain);
return D3D_SetError("GetPresentParameters()", result);
}
IDirect3DSwapChain9_Release(chain);
data->pparams = pparams;
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, SDL_min(caps.MaxTextureWidth, caps.MaxTextureHeight));
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) {
data->enableSeparateAlphaBlend = true;
}
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
data->currentRenderTarget = NULL;
D3D_InitRenderState(data);
for (int i = SHADER_NONE + 1; 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 (caps.MaxSimultaneousTextures >= 2 &&
data->shaders[SHADER_PALETTE_NEAREST] &&
data->shaders[SHADER_PALETTE_LINEAR]) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
}
#ifdef SDL_HAVE_YUV
if (caps.MaxSimultaneousTextures >= 3 && data->shaders[SHADER_YUV]) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
}
#endif
SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D9_DEVICE_POINTER, data->device);
return true;
}
SDL_RenderDriver D3D_RenderDriver = {
D3D_CreateRenderer, "direct3d"
};
#endif