From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../src/render/direct3d/D3D9_PixelShader_YUV.h | 164 -- .../src/render/direct3d/D3D9_PixelShader_YUV.hlsl | 47 - .../SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c | 1778 -------------------- .../src/render/direct3d/SDL_shaders_d3d.c | 48 - .../src/render/direct3d/SDL_shaders_d3d.h | 32 - .../src/render/direct3d/compile_shaders.bat | 1 - 6 files changed, 2070 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat (limited to 'contrib/SDL-3.2.8/src/render/direct3d') diff --git a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h b/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h deleted file mode 100644 index e6d9130..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h +++ /dev/null @@ -1,164 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// Parameters: -// -// float4 Bcoeff; -// float4 Gcoeff; -// float4 Rcoeff; -// float4 Yoffset; -// Texture2D theSampler+theTextureU; -// Texture2D theSampler+theTextureV; -// Texture2D theSampler+theTextureY; -// -// -// Registers: -// -// Name Reg Size -// ---------------------- ----- ---- -// Yoffset c0 1 -// Rcoeff c1 1 -// Gcoeff c2 1 -// Bcoeff c3 1 -// theSampler+theTextureY s0 1 -// theSampler+theTextureU s1 1 -// theSampler+theTextureV s2 1 -// - - ps_2_0 - def c4, 1, 0, 0, 0 - dcl t0.xy - dcl v0 - dcl_2d s0 - dcl_2d s1 - dcl_2d s2 - texld r0, t0, s0 - texld r1, t0, s1 - texld r2, t0, s2 - mov r0.y, r1.x - mov r0.z, r2.x - add r0.xyz, r0, c0 - dp3 r1.x, r0, c1 - dp3 r1.y, r0, c2 - dp3 r1.z, r0, c3 - mov r1.w, c4.x - mul r0, r1, v0 - mov oC0, r0 - -// approximately 12 instruction slots used (3 texture, 9 arithmetic) -#endif - -const BYTE g_ps20_main[] = -{ - 0, 2, 255, 255, 254, 255, - 97, 0, 67, 84, 65, 66, - 28, 0, 0, 0, 87, 1, - 0, 0, 0, 2, 255, 255, - 7, 0, 0, 0, 28, 0, - 0, 0, 0, 1, 0, 0, - 80, 1, 0, 0, 168, 0, - 0, 0, 2, 0, 3, 0, - 1, 0, 0, 0, 176, 0, - 0, 0, 0, 0, 0, 0, - 192, 0, 0, 0, 2, 0, - 2, 0, 1, 0, 0, 0, - 176, 0, 0, 0, 0, 0, - 0, 0, 199, 0, 0, 0, - 2, 0, 1, 0, 1, 0, - 0, 0, 176, 0, 0, 0, - 0, 0, 0, 0, 206, 0, - 0, 0, 2, 0, 0, 0, - 1, 0, 0, 0, 176, 0, - 0, 0, 0, 0, 0, 0, - 214, 0, 0, 0, 3, 0, - 1, 0, 1, 0, 0, 0, - 240, 0, 0, 0, 0, 0, - 0, 0, 0, 1, 0, 0, - 3, 0, 2, 0, 1, 0, - 0, 0, 24, 1, 0, 0, - 0, 0, 0, 0, 40, 1, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 64, 1, - 0, 0, 0, 0, 0, 0, - 66, 99, 111, 101, 102, 102, - 0, 171, 1, 0, 3, 0, - 1, 0, 4, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 71, 99, 111, 101, 102, 102, - 0, 82, 99, 111, 101, 102, - 102, 0, 89, 111, 102, 102, - 115, 101, 116, 0, 116, 104, - 101, 83, 97, 109, 112, 108, - 101, 114, 43, 116, 104, 101, - 84, 101, 120, 116, 117, 114, - 101, 85, 0, 171, 171, 171, - 4, 0, 7, 0, 1, 0, - 4, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 116, 104, - 101, 83, 97, 109, 112, 108, - 101, 114, 43, 116, 104, 101, - 84, 101, 120, 116, 117, 114, - 101, 86, 0, 171, 4, 0, - 7, 0, 1, 0, 4, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 116, 104, 101, 83, - 97, 109, 112, 108, 101, 114, - 43, 116, 104, 101, 84, 101, - 120, 116, 117, 114, 101, 89, - 0, 171, 4, 0, 7, 0, - 1, 0, 4, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 112, 115, 95, 50, 95, 48, - 0, 77, 105, 99, 114, 111, - 115, 111, 102, 116, 32, 40, - 82, 41, 32, 72, 76, 83, - 76, 32, 83, 104, 97, 100, - 101, 114, 32, 67, 111, 109, - 112, 105, 108, 101, 114, 32, - 49, 48, 46, 49, 0, 171, - 81, 0, 0, 5, 4, 0, - 15, 160, 0, 0, 128, 63, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 15, 144, - 31, 0, 0, 2, 0, 0, - 0, 144, 0, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 1, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 2, 8, 15, 160, - 66, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 176, - 0, 8, 228, 160, 66, 0, - 0, 3, 1, 0, 15, 128, - 0, 0, 228, 176, 1, 8, - 228, 160, 66, 0, 0, 3, - 2, 0, 15, 128, 0, 0, - 228, 176, 2, 8, 228, 160, - 1, 0, 0, 2, 0, 0, - 2, 128, 1, 0, 0, 128, - 1, 0, 0, 2, 0, 0, - 4, 128, 2, 0, 0, 128, - 2, 0, 0, 3, 0, 0, - 7, 128, 0, 0, 228, 128, - 0, 0, 228, 160, 8, 0, - 0, 3, 1, 0, 1, 128, - 0, 0, 228, 128, 1, 0, - 228, 160, 8, 0, 0, 3, - 1, 0, 2, 128, 0, 0, - 228, 128, 2, 0, 228, 160, - 8, 0, 0, 3, 1, 0, - 4, 128, 0, 0, 228, 128, - 3, 0, 228, 160, 1, 0, - 0, 2, 1, 0, 8, 128, - 4, 0, 0, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 1, 0, 228, 128, 0, 0, - 228, 144, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl b/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl deleted file mode 100644 index 8804848..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl +++ /dev/null @@ -1,47 +0,0 @@ - -Texture2D theTextureY : register(t0); -Texture2D theTextureU : register(t1); -Texture2D theTextureV : register(t2); - -SamplerState theSampler = sampler_state -{ - addressU = Clamp; - addressV = Clamp; - mipfilter = NONE; - minfilter = LINEAR; - magfilter = LINEAR; -}; - -struct PixelShaderInput -{ - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; -}; - -cbuffer Constants : register(b0) -{ - float4 Yoffset; - float4 Rcoeff; - float4 Gcoeff; - float4 Bcoeff; -}; - - -float4 main(PixelShaderInput input) : SV_TARGET -{ - float4 Output; - - float3 yuv; - yuv.x = theTextureY.Sample(theSampler, input.tex).r; - yuv.y = theTextureU.Sample(theSampler, input.tex).r; - yuv.z = theTextureV.Sample(theSampler, input.tex).r; - - yuv += Yoffset.xyz; - Output.r = dot(yuv, Rcoeff.xyz); - Output.g = dot(yuv, Gcoeff.xyz); - Output.b = dot(yuv, Bcoeff.xyz); - Output.a = 1.0f; - - return Output * input.color; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c b/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c deleted file mode 100644 index ccb5b3c..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c +++ /dev/null @@ -1,1778 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#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 - -#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; -} D3D_DrawStateCache; - -// Direct3D renderer implementation - -typedef struct -{ - void *d3dDLL; - IDirect3D9 *d3d; - IDirect3DDevice9 *device; - UINT adapter; - D3DPRESENT_PARAMETERS pparams; - bool updateSize; - bool beginScene; - bool enableSeparateAlphaBlend; - D3DTEXTUREFILTERTYPE scaleMode[3]; - SDL_TextureAddressMode addressMode[3]; - IDirect3DSurface9 *defaultRenderTarget; - IDirect3DSurface9 *currentRenderTarget; - void *d3dxDLL; -#ifdef SDL_HAVE_YUV - LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS]; -#endif - LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8]; - size_t vertexBufferSize[8]; - int currentVertexBuffer; - bool reportedVboProblem; - D3D_DrawStateCache drawstate; -} D3D_RenderData; - -typedef struct -{ - bool dirty; - int w, h; - DWORD usage; - Uint32 format; - D3DFORMAT d3dfmt; - IDirect3DTexture9 *texture; - IDirect3DTexture9 *staging; -} D3D_TextureRep; - -typedef struct -{ - D3D_TextureRep texture; - D3DTEXTUREFILTERTYPE scaleMode; - D3D9_Shader shader; - const float *shader_params; - -#ifdef SDL_HAVE_YUV - // YV12 texture support - 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_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); - - // Enable color modulation by diffuse color - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, - D3DTOP_MODULATE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, - D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, - D3DTA_DIFFUSE); - - // Enable alpha modulation by diffuse alpha - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, - D3DTOP_MODULATE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, - D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2, - D3DTA_DIFFUSE); - - // Enable separate alpha blend function, if possible - if (data->enableSeparateAlphaBlend) { - IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - } - - // Disable second texture stage, since we're done - IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, - D3DTOP_DISABLE); - IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, - D3DTOP_DISABLE); - - // Set an identity world and view matrix - 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); - - // Reset our current scale mode - SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode)); - - // Reset our current address mode - SDL_zeroa(data->addressMode); - - // Start the render with beginScene - 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_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; - } - texturedata->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR; - - 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; - } -#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 = SHADER_YUV; - 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; -} - -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) { - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - - if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { - return false; - } - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); - if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { - 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) { - // It's more efficient to upload directly... - if (!texturedata->pixels) { - texturedata->pitch = texture->w; - texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2); - if (!texturedata->pixels) { - return 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; - IDirect3DDevice9_SetPixelShader(data->device, NULL); - IDirect3DDevice9_SetTexture(data->device, 0, NULL); - } - } -} - -static void D3D_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return; - } - - texturedata->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR; -} - -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; - - // Release the previous render target if it wasn't the default one - 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"); - } - - // Make sure the render target is updated if it was locked and written to - texturerep = &texturedata->texture; - if (texturerep->dirty && texturerep->staging) { - if (!texturerep->texture) { - result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage, - PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL); - if (FAILED(result)) { - return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); - } - } - - result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture); - if (FAILED(result)) { - return D3D_SetError("UpdateTexture()", result); - } - texturerep->dirty = 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; // nothing to do in this backend. -} - -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, D3D_TextureData *texturedata, unsigned index) -{ - if (texturedata->scaleMode != data->scaleMode[index]) { - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, texturedata->scaleMode); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, texturedata->scaleMode); - data->scaleMode[index] = texturedata->scaleMode; - } -} - -static void UpdateTextureAddressMode(D3D_RenderData *data, SDL_TextureAddressMode addressMode, unsigned index) -{ - if (addressMode != data->addressMode[index]) { - switch (addressMode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); - break; - case SDL_TEXTURE_ADDRESS_WRAP: - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); - break; - default: - break; - } - data->addressMode[index] = addressMode; - } -} - -static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_TextureAddressMode addressMode, D3D9_Shader *shader, const float **shader_params) -{ - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } - - UpdateTextureScaleMode(data, texturedata, 0); - UpdateTextureAddressMode(data, addressMode, 0); - - *shader = texturedata->shader; - *shader_params = texturedata->shader_params; - - if (!BindTextureRep(data->device, &texturedata->texture, 0)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - UpdateTextureScaleMode(data, texturedata, 1); - UpdateTextureScaleMode(data, texturedata, 2); - UpdateTextureAddressMode(data, addressMode, 1); - UpdateTextureAddressMode(data, addressMode, 2); - - 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) { -#ifdef SDL_HAVE_YUV - D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL; - D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL; -#endif - D3D9_Shader shader = SHADER_NONE; - const float *shader_params = NULL; - - // disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. - if (!texture) { - IDirect3DDevice9_SetTexture(data->device, 0, NULL); - } -#ifdef SDL_HAVE_YUV - if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) { - IDirect3DDevice9_SetTexture(data->device, 1, NULL); - IDirect3DDevice9_SetTexture(data->device, 2, NULL); - } -#endif - if (texture && !SetupTextureState(data, texture, cmd->data.draw.texture_address_mode, &shader, &shader_params)) { - return false; - } - -#ifdef SDL_HAVE_YUV - if (shader != data->drawstate.shader) { - 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) { - if (shader_params) { - const UINT shader_params_length = 4; // The YUV shader takes 4 float4 parameters - 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; - } -#endif // SDL_HAVE_YUV - - data->drawstate.texture = texture; - } else if (texture) { - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - UpdateDirtyTexture(data->device, &texturedata->texture); -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - UpdateDirtyTexture(data->device, &texturedata->utexture); - UpdateDirtyTexture(data->device, &texturedata->vtexture); - } -#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); - - // 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 = 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; -} - -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) { - // upload the new VBO data for this set of commands. - 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; // 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. :( - } - } - } - - // 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; - } - } 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: - { - /* 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; - } - - 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; - } - - // Don't reset the viewport if we don't have to! - if (!data->drawstate.viewport_dirty && viewport_equal) { - IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); - } else { - // Clear is defined to clear the entire render target - 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; // we still need to (re)set orthographic projection, so always mark it dirty. - 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_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(first / sizeof(Vertex)), (UINT)count); - } else { - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT)count, verts, sizeof(Vertex)); - } - break; - } - - case SDL_RENDERCMD_DRAW_LINES: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + 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. - NOLINTNEXTLINE(clang-analyzer-core.NullDereference): FIXME: Can verts truly not be NULL ? */ - const 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_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT)(first / sizeof(Vertex)), (UINT)(count - 1)); - if (close_endpoint) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)((first / sizeof(Vertex)) + (count - 1)), 1); - } - } else { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT)(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: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_GEOMETRY: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - SetDrawState(data, cmd); - if (vbo) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT)(first / sizeof(Vertex)), (UINT)count / 3); - } else { - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT)count / 3, verts, sizeof(Vertex)); - } - 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) { - // We'll reset later - 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; - IDirect3DDevice9_SetPixelShader(renderdata->device, NULL); - IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL); -#ifdef SDL_HAVE_YUV - if (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; - - // Release the render target - if (data->defaultRenderTarget) { - IDirect3DSurface9_Release(data->defaultRenderTarget); - data->defaultRenderTarget = NULL; - } - if (data->currentRenderTarget) { - IDirect3DSurface9_Release(data->currentRenderTarget); - data->currentRenderTarget = NULL; - } -#ifdef SDL_HAVE_YUV - for (i = 0; i < SDL_arraysize(data->shaders); ++i) { - if (data->shaders[i]) { - IDirect3DPixelShader9_Release(data->shaders[i]); - data->shaders[i] = NULL; - } - } -#endif - // Release all vertex buffers - 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; - int i; - - // Cancel any scene that we've started - if (!data->beginScene) { - IDirect3DDevice9_EndScene(data->device); - data->beginScene = true; - } - - // Release the default render target before reset - if (data->defaultRenderTarget) { - IDirect3DSurface9_Release(data->defaultRenderTarget); - data->defaultRenderTarget = NULL; - } - if (data->currentRenderTarget) { - IDirect3DSurface9_Release(data->currentRenderTarget); - data->currentRenderTarget = NULL; - } - - // Release application render targets - for (texture = renderer->textures; texture; texture = texture->next) { - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - D3D_DestroyTexture(renderer, texture); - } else { - D3D_RecreateTexture(renderer, texture); - } - } - - // Release all vertex buffers - 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) { - // Don't worry about it, we'll reset later... - return true; - } else { - return D3D_SetError("Reset()", result); - } - } - - // Allocate application render targets - for (texture = renderer->textures; texture; texture = texture->next) { - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - D3D_CreateTexture(renderer, texture, 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); - - // Let the application know that render targets were reset - { - 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)) { - // D3D_Reset will call SDL_SetError() - 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->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->SetTextureScaleMode = D3D_SetTextureScaleMode; - renderer->SetRenderTarget = D3D_SetRenderTarget; - renderer->QueueSetViewport = D3D_QueueNoOp; - renderer->QueueSetDrawColor = D3D_QueueNoOp; - renderer->QueueDrawPoints = D3D_QueueDrawPoints; - renderer->QueueDrawLines = D3D_QueueDrawPoints; // lines and points queue vertices the same way. - 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; - - // Get the adapter for the display that the window is on - 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 (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); - } - - // Get presentation parameters to fill info - 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; - } - - // Store the default render target - IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); - data->currentRenderTarget = NULL; - - // Set up parameters for rendering - D3D_InitRenderState(data); -#ifdef SDL_HAVE_YUV - if (caps.MaxSimultaneousTextures >= 3) { - int i; - for (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 (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 // SDL_VIDEO_RENDER_D3D diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c b/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c deleted file mode 100644 index 9b1b4b5..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c +++ /dev/null @@ -1,48 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D - -#include "../../core/windows/SDL_windows.h" - -#include - -#include "SDL_shaders_d3d.h" - -// The shaders here were compiled with compile_shaders.bat - -#define g_ps20_main D3D9_PixelShader_YUV -#include "D3D9_PixelShader_YUV.h" -#undef g_ps20_main - -static const BYTE *D3D9_shaders[] = { - NULL, - D3D9_PixelShader_YUV -}; -SDL_COMPILE_TIME_ASSERT(D3D9_shaders, SDL_arraysize(D3D9_shaders) == NUM_SHADERS); - -HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader) -{ - return IDirect3DDevice9_CreatePixelShader(d3dDevice, (const DWORD *)D3D9_shaders[shader], pixelShader); -} - -#endif // SDL_VIDEO_RENDER_D3D diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h b/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h deleted file mode 100644 index 90ef7a9..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h +++ /dev/null @@ -1,32 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -// D3D9 shader implementation - -typedef enum -{ - SHADER_NONE, - SHADER_YUV, - NUM_SHADERS -} D3D9_Shader; - -extern HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader); diff --git a/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat b/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat deleted file mode 100644 index 81d513e..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat +++ /dev/null @@ -1 +0,0 @@ -fxc /T ps_2_0 /Fh D3D9_PixelShader_YUV.h D3D9_PixelShader_YUV.hlsl -- cgit v1.2.3