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authorRyan C. Gordon <icculus@icculus.org>2018-10-01 01:23:02 -0400
committerRyan C. Gordon <icculus@icculus.org>2018-10-01 01:23:02 -0400
commitdc4184c003313782d85709fcdfff91ef19de226d (patch)
tree2de41a0ce2d0402a481eb68617af644e084f7a0b
parent5be7cc5fae3b3aef863d453fb9f04bed4faa8e14 (diff)
downloadsdl-dc4184c003313782d85709fcdfff91ef19de226d.tar.gz
render: first shot at moving Direct3D 9 backend to new interface. Untested!
-rw-r--r--src/render/direct3d/SDL_render_d3d.c1378
1 files changed, 692 insertions, 686 deletions
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 69a9dff54..aaa468da4 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -41,60 +41,22 @@
#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);
+typedef struct
+{
+ SDL_Rect viewport;
+ SDL_bool viewport_dirty;
+ SDL_Texture *texture;
+ SDL_BlendMode blend;
+ SDL_bool cliprect_enabled;
+ SDL_bool cliprect_enabled_dirty;
+ SDL_Rect cliprect;
+ SDL_bool cliprect_dirty;
+ SDL_bool is_copy_ex;
+ LPDIRECT3DPIXELSHADER9 shader;
+} D3D_DrawStateCache;
-SDL_RenderDriver D3D_RenderDriver = {
- D3D_CreateRenderer,
- {
- "direct3d",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 1,
- {SDL_PIXELFORMAT_ARGB8888},
- 0,
- 0}
-};
+/* Direct3D renderer implementation */
typedef struct
{
@@ -106,11 +68,17 @@ typedef struct
SDL_bool updateSize;
SDL_bool beginScene;
SDL_bool enableSeparateAlphaBlend;
+ SDL_bool supportsStreamOffset;
D3DTEXTUREFILTERTYPE scaleMode[8];
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
void* d3dxDLL;
LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
+ IDirect3DVertexBuffer9 vertexBuffers[8];
+ GLsizeiptr vertexBufferSize[8];
+ int currentVertexBuffer;
+ SDL_bool reportedVboProblem;
+ D3D_DrawStateCache drawstate;
} D3D_RenderData;
typedef struct
@@ -265,9 +233,8 @@ 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_SetVertexShader(device, NULL);
IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
@@ -300,21 +267,10 @@ D3D_InitRenderState(D3D_RenderData *data)
D3DTOP_DISABLE);
/* Set an identity world and view matrix */
+ SDL_zero(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);
@@ -431,177 +387,6 @@ D3D_ActivateRenderer(SDL_Renderer * renderer)
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)
{
@@ -702,33 +487,6 @@ D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
}
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) {
@@ -1072,330 +830,256 @@ D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
return D3D_SetRenderTargetInternal(renderer, texture);
}
+
static int
-D3D_UpdateViewport(SDL_Renderer * renderer)
+D3D_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
- 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;
+ return 0; /* nothing to do in this backend. */
}
static int
-D3D_UpdateClipRect(SDL_Renderer * renderer)
+D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
+ const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
+ const size_t vertslen = count * sizeof (Vertex);
+ Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
+ size_t i;
- if (renderer->clipping_enabled) {
- const SDL_Rect *rect = &renderer->clip_rect;
- RECT r;
- HRESULT result;
+ if (!verts) {
+ return -1;
+ }
- 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;
+ SDL_memset(verts, '\0', vertslen);
+ cmd->data.draw.count = count;
- result = IDirect3DDevice9_SetScissorRect(data->device, &r);
- if (result != D3D_OK) {
- D3D_SetError("SetScissor()", result);
- return -1;
- }
- } else {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
+ for (i = 0; i < count; i++, verts++, points++) {
+ verts->x = points->x;
+ verts->y = points->y;
+ verts->color = color;
}
+
return 0;
}
static int
-D3D_RenderClear(SDL_Renderer * renderer)
+D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- HRESULT result;
- int BackBufferWidth, BackBufferHeight;
+ const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
+ const size_t vertslen = count * sizeof (Vertex) * 4;
+ Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
+ size_t i;
- if (D3D_ActivateRenderer(renderer) < 0) {
+ if (!verts) {
return -1;
}
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+ SDL_memset(verts, '\0', vertslen);
+ cmd->data.draw.count = count;
- 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;
+ for (i = 0; i < count; i++) {
+ const SDL_FRect *rect = &rects[i];
+ const float minx = rect->x;
+ const float maxx = rect->x + rect->w;
+ const float miny = rect->y;
+ const float maxy = rect->y + rect->h;
- /* 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);
+ verts->x = minx;
+ verts->y = miny;
+ verts->color = color;
+ verts++;
- result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
+ verts->x = maxx;
+ verts->y = miny;
+ verts->color = color;
+ verts++;
- /* 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);
- }
+ verts->x = maxx;
+ verts->y = maxy;
+ verts->color = color;
+ verts++;
- if (renderer->clipping_enabled) {
- IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, TRUE);
+ verts->x = minx;
+ verts->y = maxy;
+ verts->color = color;
+ verts++;
}
- 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_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- Vertex *vertices;
- int i;
- HRESULT result;
+ const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
+ float minx, miny, maxx, maxy;
+ float minu, maxu, minv, maxv;
+ const size_t vertslen = sizeof (Vertex) * 4;
+ Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
- if (D3D_ActivateRenderer(renderer) < 0) {
+ if (!verts) {
return -1;
}
- D3D_SetBlendMode(data, renderer->blendMode);
+ cmd->data.draw.count = 1;
- result =
- IDirect3DDevice9_SetTexture(data->device, 0,
- (IDirect3DBaseTexture9 *) 0);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
+ minx = dstrect->x - 0.5f;
+ miny = dstrect->y - 0.5f;
+ maxx = dstrect->x + dstrect->w - 0.5f;
+ maxy = dstrect->y + dstrect->h - 0.5f;
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+ 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);
+
+ verts->x = minx;
+ verts->y = miny;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = minu;
+ verts->v = minv;
+ verts++;
+
+ verts->x = maxx;
+ verts->y = miny;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = maxu;
+ verts->v = minv;
+ verts++;
+
+ verts->x = maxx;
+ verts->y = maxy;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = maxu;
+ verts->v = maxv;
+ verts++;
+
+ verts->x = minx;
+ verts->y = maxy;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = minu;
+ verts->v = maxv;
+ verts++;
- 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_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
+ const SDL_Rect * srcquad, const SDL_FRect * dstrect,
+ const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- DWORD color;
- Vertex *vertices;
- int i;
- HRESULT result;
+ const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
+ float minx, miny, maxx, maxy;
+ float minu, maxu, minv, maxv;
+ const size_t vertslen = sizeof (Vertex) * 5;
+ Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
- if (D3D_ActivateRenderer(renderer) < 0) {
+ if (!verts) {
return -1;
}
- D3D_SetBlendMode(data, renderer->blendMode);
-
- result =
- IDirect3DDevice9_SetTexture(data->device, 0,
- (IDirect3DBaseTexture9 *) 0);
- if (FAILED(result)) {
- return D3D_SetError("SetTexture()", result);
- }
+ cmd->data.draw.count = 1;
- color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
+ minx = -center->x;
+ maxx = dstrect->w - center->x;
+ miny = -center->y;
+ maxy = dstrect->h - center->y;
- 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;
+ if (flip & SDL_FLIP_HORIZONTAL) {
+ minu = (float) (srcquad->x + srcquad->w) / texture->w;
+ maxu = (float) srcquad->x / texture->w;
+ } else {
+ minu = (float) srcquad->x / texture->w;
+ maxu = (float) (srcquad->x + srcquad->w) / texture->w;
}
- 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));
- }
+ if (flip & SDL_FLIP_VERTICAL) {
+ minv = (float) (srcquad->y + srcquad->h) / texture->h;
+ maxv = (float) srcquad->y / texture->h;
+ } else {
+ minv = (float) srcquad->y / texture->h;
+ maxv = (float) (srcquad->y + srcquad->h) / texture->h;
+ }
+
+ verts->x = minx;
+ verts->y = miny;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = minu;
+ verts->v = minv;
+ verts++;
+
+ verts->x = maxx;
+ verts->y = miny;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = maxu;
+ verts->v = minv;
+ verts++;
+
+ verts->x = maxx;
+ verts->y = maxy;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = maxu;
+ verts->v = maxv;
+ verts++;
+
+ verts->x = minx;
+ verts->y = maxy;
+ verts->z = 0.0f;
+ verts->color = color;
+ verts->u = minu;
+ verts->v = maxv;
+ verts++;
+
+ verts->x = dstrect->x + center->x - 0.5f; /* X translation */
+ verts->y = dstrect->y + center->y - 0.5f; /* Y translation */
+ verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
+ verts->color = 0;
+ verts->u = 0.0f;
+ verts->v = 0.0f;
+ verts++;
- 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)
+BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
{
- 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];
+ 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);
+ }
+ }
- 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));
+ result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture);
if (FAILED(result)) {
- return D3D_SetError("DrawPrimitiveUP()", 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 void
-D3D_UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
+UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
{
if (texturedata->scaleMode != data->scaleMode[index]) {
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER,
@@ -1411,22 +1095,20 @@ D3D_UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, u
}
static int
-D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
+SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
{
- D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
- D3D_TextureData *texturedata;
+ D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
- *shader = NULL;
+ SDL_assert(*shader == NULL);
- texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
- D3D_UpdateTextureScaleMode(data, texturedata, 0);
+ UpdateTextureScaleMode(data, texturedata, 0);
- if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
+ if (BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
return -1;
}
@@ -1445,13 +1127,13 @@ D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDI
return SDL_SetError("Unsupported YUV conversion mode");
}
- D3D_UpdateTextureScaleMode(data, texturedata, 1);
- D3D_UpdateTextureScaleMode(data, texturedata, 2);
+ UpdateTextureScaleMode(data, texturedata, 1);
+ UpdateTextureScaleMode(data, texturedata, 2);
- if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
+ if (BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
return -1;
}
- if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
+ if (BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
return -1;
}
}
@@ -1459,193 +1141,330 @@ D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDI
}
static int
-D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
+SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd, const D3D_ImageSource imgsrc)
{
- 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;
- }
+ const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
+ const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
+ SDL_Texture *texture = cmd->data.draw.texture;
+ const SDL_BlendMode blend = cmd->data.draw.blend;
+
+ if (texture != data->drawstate.texture) {
+ D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
+ D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;
+ LPDIRECT3DPIXELSHADER9 shader = NULL;
+
+ /* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */
+ if (texture == NULL) {
+ IDirect3DDevice9_SetTexture(data->device, 0, NULL);
+ }
+ if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
+ IDirect3DDevice9_SetTexture(data->device, 1, NULL);
+ IDirect3DDevice9_SetTexture(data->device, 2, NULL);
+ }
+ if (texture && RenderSetupTextureState(renderer, texture, &shader) < 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;
+ if (shader != data->drawstate.shader)
+ if (FAILED(IDirect3DDevice9_SetPixelShader(data->device, shader))) {
+ return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
+ }
+ data->drawstate.shader = shader;
+ }
- 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;
+ data->drawstate.texture = texture;
+ }
- color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
+ 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(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)));
+ }
+ }
- 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;
+ data->drawstate.blend = blend;
}
-
- if (shader) {
- result = IDirect3DDevice9_SetPixelShader(data->device, shader);
- if (FAILED(result)) {
- return D3D_SetError("SetShader()", result);
+
+ if (is_copy_ex != was_copy_ex) {
+ if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */
+ const Float4X4 d3dmatrix = MatrixIdentity();
+ IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix);
}
+ data->drawstate.is_copy_ex = is_copy_ex;
+ }
+
+ if (data->drawstate.viewport_dirty) {
+ const SDL_Rect *viewport = &data->drawstate.viewport;
+ const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f };
+ IDirect3DDevice9_SetViewport(data->device, &d3dviewport);
+
+ /* Set an orthographic projection matrix */
+ 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 = SDL_FALSE;
}
- result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
- vertices, sizeof(*vertices));
- if (FAILED(result)) {
- D3D_SetError("DrawPrimitiveUP()", result);
+
+ if (data->drawstate.cliprect_enabled_dirty) {
+ IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE);
+ data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
- if (shader) {
- IDirect3DDevice9_SetPixelShader(data->device, NULL);
+
+ if (data->drawstate.cliprect_dirty) {
+ const SDL_Rect *viewport = &data->drawstate.viewport;
+ const SDL_Rect *rect = &cmd->data.cliprect.rect;
+ const RECT d3drect = { viewport->x + rect->x, viewport->y + rect->y, viewport->x + rect->x + rect->w, viewport->y + rect->y + rect->h };
+ IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
+ data->drawstate.cliprect_dirty = SDL_FALSE;
}
- return FAILED(result) ? -1 : 0;
-}
+ return 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_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
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;
+ const int vboidx = data->currentVertexBuffer;
+ IDirect3DVertexBuffer9 *vbo = NULL;
+ const SDL_bool istarget = renderer->target != NULL;
+ size_t i;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
- centerx = center->x;
- centery = center->y;
+ /* upload the new VBO data for this set of commands. */
+ if (data->supportsStreamOffset) {
+ vbo = data->vertexBuffers[vboidx];
+ if (!vbo || (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);
+ }
- minx = -centerx;
- maxx = dstrect->w - centerx;
- miny = -centery;
- maxy = dstrect->h - centery;
+ if (FAILED(IDirect3DVertexBuffer9_CreateVertexBuffer(vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
+ vbo = NULL;
+ }
+ data->vertexBuffers[vboidx] = vbo;
+ data->vertex_buffer_size[vboidx] = vbo ? vertsize : 0;
+ }
- 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 (vbo) {
+ void *ptr;
+ if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD)) {
+ vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
+ } else {
+ SDL_memcpy(ptr, vertices, vertsize);
+ if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
+ vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
+ }
+ }
+ }
- if (flip & SDL_FLIP_HORIZONTAL) {
- float tmp = maxu;
- maxu = minu;
- minu = tmp;
+ /* cycle through a few VBOs so D3D has some time with the data before we replace it. */
+ if (vbo) {
+ data->currentVertexBuffer++;
+ if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
+ data->currentVertexBuffer = 0;
+ }
+ }
}
- if (flip & SDL_FLIP_VERTICAL) {
- float tmp = maxv;
- maxv = minv;
- minv = tmp;
+
+ if (!vbo && !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 = SDL_TRUE;
}
- color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);
+ while (cmd) {
+ switch (cmd->command) {
+ case SDL_RENDERCMD_SETDRAWCOLOR: {
+ /* currently this is sent with each vertex, but if we move to
+ shaders, we can put this in a uniform here and reduce vertex
+ buffer bandwidth */
+ break;
+ }
- 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;
- }
+ case SDL_RENDERCMD_SETVIEWPORT: {
+ SDL_Rect *viewport = &data->drawstate.viewport;
+ if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
+ SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
+ data->drawstate.viewport_dirty = SDL_TRUE;
+ }
+ break;
+ }
- /* 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;
+ 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 (SDL_Rect)) != 0) {
+ SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
+ data->drawstate.cliprect_dirty = SDL_TRUE;
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_CLEAR: {
+ const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b);
+ 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.backh;
+
+ if (data->drawstate.clipping_enabled) {
+ IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
+ data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
+ }
+
+ /* Don't reset the viewport if we don't have to! */
+ if (!viewport->.x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
+ result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
+ } else {
+ /* Clear is defined to clear the entire render target */
+ const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
+ IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
+ data->drawstate.viewport_dirty = SDL_TRUE;
+ IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
+ }
+
+ break;
+ }
+
+ case SDL_RENDERCMD_DRAW_POINTS: {
+ const size_t count = cmd->data.draw.count;
+ const size_t first = cmd->data.draw.first;
+ SetDrawState(data, cmd);
+ if (vbo) {
+ IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, (UINT) first, sizeof (Vertex));
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, 0, count);
+ } else {
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, count, vertices, sizeof (Vertex));
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_DRAW_LINES: {
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+ const size_t count = cmd->data.draw.count;
+ const size_t first = cmd->data.draw.first;
+
+ /* DirectX 9 has the same line rasterization semantics as GDI,
+ so we need to close the endpoint of the line with a second draw call. */
+ const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y));
+
+ SetDrawState(data, cmd);
+
+ if (vbo) {
+ IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, (UINT) first, sizeof (Vertex));
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, 0, count - 1);
+ if (close_endpoint) {
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, count - 1, 1);
+ }
+ } else {
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count - 1, verts, sizeof (Vertex));
+ if (close_endpoint) {
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex));
+ }
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_FILL_RECTS: {
+ const size_t count = cmd->data.draw.count;
+ const size_t first = cmd->data.draw.first;
+ SetDrawState(data, cmd);
+ if (vbo) {
+ size_t offset = 0;
+ IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, (UINT) first, sizeof (Vertex));
+ for (i = 0; i < count; ++i, offset += 4) {
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, offset, 2);
+ }
+ } else {
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+ for (i = 0; i < count; ++i, verts += 4) {
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
+ }
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_COPY: {
+ const size_t count = cmd->data.draw.count;
+ const size_t first = cmd->data.draw.first;
+ SetDrawState(data, cmd);
+ if (vbo) {
+ size_t offset = 0;
+ IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, (UINT) first, sizeof (Vertex));
+ for (i = 0; i < count; ++i, offset += 4) {
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, offset, 2);
+ }
+ } else {
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+ for (i = 0; i < count; ++i, verts += 4) {
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
+ }
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_COPY_EX: {
+ const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+ const Vertex *transvert = verts + 4;
+ const float translatex = transvert->x;
+ const float translatey = transvert->y;
+ const float rotation = transvert->z;
+ const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
+ SetDrawState(data, cmd);
+
+ IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
+
+ if (vbo) {
+ IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, (UINT) first, sizeof (Vertex));
+ IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, 0, 2);
+ } else {
+ IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
+ }
+ break;
+ }
+
+ case SDL_RENDERCMD_NO_OP:
+ break;
}
- }
- 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);
+ cmd = cmd->next;
+ }
- return FAILED(result) ? -1 : 0;
+ return 0;
}
+
static int
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
@@ -1782,6 +1601,193 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
}
SDL_free(renderer);
}
+
+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->QueueSetViewport = D3D_QueueSetViewport;
+ renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
+ renderer->QueueDrawPoints = D3D_QueueDrawPoints;
+ renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
+ renderer->QueueFillRects = D3D_QueueFillRects;
+ renderer->QueueCopy = D3D_QueueCopy;
+ renderer->QueueCopyEx = D3D_QueueCopyEx;
+ renderer->RunCommandQueue = D3D_RunCommandQueue;
+ 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;
+ }
+
+ data->supportsStreamOffset = ((caps.Caps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
+
+ 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;
+ }
+ }
+
+ data->drawstate.blend = SDL_BLENDMODE_INVALID;
+
+ return renderer;
+}
+
+SDL_RenderDriver D3D_RenderDriver = {
+ D3D_CreateRenderer,
+ {
+ "direct3d",
+ (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
+ 1,
+ {SDL_PIXELFORMAT_ARGB8888},
+ 0,
+ 0}
+};
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
#ifdef __WIN32__